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Frosk
01-31-2014, 07:28 PM
Hey all!

In this thread we'll inform you guys about the changes that we add in the future version of the game.

This version will be exclusively dedicated to powers' balance, which is why, as time passes by, we'll update this thread with a list of powers being modified with all their changes included.

Aside from this, this thread will be open for everyone to submit a balance suggestion.
It's important to keep in mind that these suggestions MUST be brief but understandable at the same time, including the reasons behind the changes proposed.
This automatically discards any kind of suggestion based on a particular and subjective situation, suggestions regarding other aspects of the game and also links to other forum threads without any explanation about it.
What we try to achieve with this is to gather up ONLY the most important suggestions regarding powers, together with the list of powers being modified as mentioned above.

Also, please don't fall in debates with other users. If you think you have a better idea than someone else, just post it and we'll check it out.
This thread is not meant to hold up any debates or discussions, but to gather ideas and communicate the added changes.

Best regards!

_Kharbon_
01-31-2014, 08:21 PM
I will be quite brief with my suggestion, as I am sure many other will post about this in greater width.

My greatest concern with spells is the percentage success. I don't like it very much. I appreciate, that with some spells it is necessary, but generally I would like to see the luck factor decreased. The random resists/evades play an important role too.

To list some spells that I believe need a review:

Warrior:


Mind squasher.
Unstoppable Madness (this spell should have a 100% chance of resist cc)
Fulminating (To reduce barbarian dmg)
Defensive stance (too effective. Either it should be nerfed, or made a spell with constant effect, where duration<<cooldown)

Mage:


Darkness (at least its duration should be greatly decreased)
Master of Doom (at least its duration should be decreased)
Wind Wall (this should get a slight boost imho)
Sultars terror (its variable duration is too dodgy to make it appealing..)
Mind Blank (mainly because of its unpredictable 'luck' nature)
Mass ressurection (again, percentage success problem)
DI (while it's a important spell for conjurers, a barb under DI is very difficult to stop. The underlying problem is conf and barbs dmg)

Archer:

Confuse (while its a great strategic spell, in certain scenarios it is terribly OP)
Camouflage (although many might not agree with me, it is too easy to use it to escape)
Parabolic shot and/or Foresight. (Marksmen have too high range)
Strategic position (this spell is suited better for hunters than marksmen)


I realize, that my suggestions are a bit too vague, but they should be enough to grasp the concept of where I see the problems.

In general, it's the percentage success that I really dislike. Too many spells are based on luck, and resists amplify this problem even more.

I know, that there are many more spells that need a review, but in my opinion, those are the most suited to be part of a balance update.
Please, even if you don't agree with me, let the developers be the judges ;)

Regards

Raindance
01-31-2014, 08:37 PM
Remove Fulmination and Cold Blood because they ruin potential fun during wars with the mega splash damage they provide causing instant deaths.

As for poor hunter damage counter-argument, make Death Sentence +20% ranged received damage instead of melee with instant cast time.

For now this is all I'm going to post, let's see how quickly this thread evolves.

schachteana
01-31-2014, 08:47 PM
Hello,

great to read :)

Have you thought of changing general stuff rather than particular spells?
If yes, please do consider ...

Decreasing resist rate (http://www.championsofregnum.com/forum/showthread.php?p=1767465)
Decreasing stun times (http://www.championsofregnum.com/forum/showthread.php?t=101255)
Decreasing the damage of dual wielding (two-handed weapons unfortunately deal relatively little dps) (http://www.championsofregnum.com/forum/showthread.php?t=100977)
Adjusting warlocks' damage and conjurers' amount of healing to their intelligence / level / staff level (suggestion (http://www.championsofregnum.com/forum/showthread.php?p=1780571#post1780571)-> "Mages")
Decreasing the general amount of discipline and power points available (http://www.championsofregnum.com/forum/showthread.php?t=86853) (since the Warmasters' update, everybody can basically skill anything they want :/ )
Making more mage spells instant (suggestion by myself, I don't know if others think so, too)
(carefully) Changing armor calculation (http://www.championsofregnum.com/forum/showthread.php?t=83017). Absolute armor calculation leads to inbalance since low-dmg players like lvl 45ers or poorly equipped lvl 60 hunters will do very little damage while highly equipped marksmen and barbarians are able to deal immense amounts of damage. I personally think, this will change quite a lot, and balancing might be easier then.
(short example: attacker 1 does 1000 damage, attacker 2 does 180 damage. Defender is a mage with 250 armor points which absorbes 150 damage. attacker 1 will deal 850 damage, attacker 2 will deal 30 damage (!).
Not let's say 250 armor points decrease the incoming damage by 15%: attacker 1 will still deal 850 damage while attacker 2 deals 144 damage. Wouldn't this be better?!)
I guess this stuff is more important than adjusting spells

Spells:
Mind squasher (http://www.championsofregnum.com/forum/showthread.php?p=1781019#post1781019) (very good, short suggestion imo)
People also complain a lot about Son of the wind because it does not guarantee 100% resistance against everything, it is rather 70%. I don't know if it should be changed though.
As far as I know, barely anybody uses Mass ressurection - the resurrected players are very likely to be killed afterwards, especially since the animation is very obvious. The old mass rezz was pretty nice
Divine intervention is way too OP in combination with Unstoppable madness. I guess, UM should temporarily disable DI.
Mass pricking ivy is rather useless. Why not give it staff range or even range 40? This would be nice since its duration is so short.

List of rarely used spells (http://www.championsofregnum.com/forum/showthread.php?t=93038) (nicely moderated)

I guess most agree with this stuff, I tried to be objective (?)

---

Off-topic:
Apart from that, other stuff to make Regnum community happy:

Raising the level of warzone superbosses to 60 (http://www.championsofregnum.com/forum/showthread.php?t=101676), so lvl60 players are finally able to loot something
Reactivating battle zones, maybe rewarding kills with half of their usual realm points?
Enabling the swamp-cemetery teleport boats for both directions, for all realms. Adding a teleport which goes from about Herbred to Imperia/Menirah bridge
Better reward system (http://www.championsofregnum.com/forum/showthread.php?t=82640) for all classes involved in battle
Changing the weird class-restriction about elite knights' weapons (http://www.championsofregnum.com/forum/showthread.php?t=87911)
Giving people the possibilty to fuse dragon / champion / warmaster values with the look of items of their own subclass (http://www.championsofregnum.com/forum/showthread.php?t=65790) (have to read the short thread carefully)
Adding an option to prevent spells like mass regeneration from spamming throughout mages' logs (http://www.championsofregnum.com/forum/showthread.php?t=54282)(also an issue for walocks)
Quickly redoing "invert selection priority (http://www.championsofregnum.com/forum/showthread.php?t=81236)". Conjus will kiss your feet

Finally, four things of which I think they could be done very fast and improve the gameplay very much for all servers:
- NO teleports inside a fort/castle
- NO use of trap door once the fort door is open
- Enabling relics in the night time, only disabling GEMS at night (still action, but no zerg invasions at 4.30 am)
- Disabling mounting with a relic

---

About the DI problem
I believe if buffs were visuall and you could know that certain players are under DI
it would already do much good.
out of visuall range -> enter visuall range -> no visuall buffs
DI needs to be visuall for whole duration
!

azn-rices
01-31-2014, 09:06 PM
can u make protect ally instant and make wm trees for knight instead of heal make them aura or something....#tycomeagain

pieceofmeat
01-31-2014, 09:42 PM
Remove Fulmination and Cold Blood.

As for poor hunter damage counter-argument, make Death Sentence +20% ranged received damage instead of melee with instant cast time.

For now this is all I'm going to post, let's see how quickly this thread evolves.

Yes that could get my support for sure.
But it make hunter incredibly weak in long range, so even more useless in war thus...

Devine Intervention

Issue makes hunter more or less useless in war and mages cant defend themselves from especially barbarians with UM and DI.

Make it reduce duration of non-damaging effect with up to 50%

And/or possibly make a full duration visual indication of who has DI.

Almost all effects can be dispelled anyway, DI has served its purpose.

Darkness
Make its duration 5,10,15,20,25.

Dispel

It a fun spells for sure, but reduce its range to 10 meters so its more risk vs reward involved when supporting allies.

Stars shield and Shield wall

Protecting allies is commendable, but far to easy and too much impact on war.

All focus of the knight is used protecting his allies AP is reduced with -200% for 10 sec.

Tamui
01-31-2014, 09:42 PM
My signature's link includes a compilation of suggestions about the game which includes Balance and Class threads.
Still sticky I see.

Goodluck NGD...and community :thumb:

Wi3ld
01-31-2014, 09:56 PM
Protect Ally. I don't play Knight, but Protect Ally should be instant, or increase the range to 5-6 meters. Allies are trying to dispel me while I'm running around during a fight and it's near impossible.

Confuse. For a conjurer this sucks. I don't think it should be removed or nerfed too much, but I believe it could do with the duration being lowered. Especially with the state of peoples weapons these days being quite powerful.

Mind Squasher. This needs a serious nerf. Sure, it states 50% chance, but I've had it fail on me once in the past year. Once. The short cool down and effect of this spell makes it absolutely insane. Please revise it.

Darkness. This spell should only successfully land if your target has allies within a 30 meter proximity of them. Using it 1vs1 is just lame, and should be highly discouraged.

Master of Doom. Like above, this should only be allowed to cast if two or more enemies are nearby.

Camouflage: A lot of hunters pimp their equipment out with CS these days (not all, so don't flame me). Why? Because casting camo is quick. All they have to do is use their increase speed, sneak behind a rock and they are gone. Increase the casting time on this, please.

Stalker Surroundings: It is possible for a hunter to stay invisible 100% of the time pretty much. After Camouflage ends, stalker should have a cool down before it can be used, to prevent becoming a ghost. For example, you must wait 10-15 seconds before casting camo, or stalker one after the other.

Other comments:
-------------------
Without originally knowing, you have actually created two unofficial subclasses. Warju (Offensive Conjurer, usually with summon), and Knarb (An offensive Knight with next to no auras and a focus on damage). You have the ability here to create some new subclasses to increase replay value of your game, and keep interest.

Just my two cents.

roonwick
01-31-2014, 10:27 PM
relic lock. all else is extraneous, unnecessary detail.

errei
01-31-2014, 11:37 PM
its nice to see this thread being created. ill toss the suggestions i have in mind:


1) (as many have already suggested) change Mind squasher effect, making it dispel/cancel all the positive powers just under the spell duration. Lets say 6 seconds in lvl 5. And of course, making this a normal spell, removing the 50% chance. And increase its cooldown to 60 seconds.

Reason: permanently dispeling all spells its a too-strong effect. All the time, mana and coordenation on casting self-buffs are completly wasted if a successful Mind squasher is landed, not mentioning that it makes the target fully unbuffed.

2) Decrease Winter stroke cast speed (lets say to .75 or to 1 second) and Increase its cooldown (lets say to 40-50 seconds).

Reason: Winter stroke is one of the most large-ranged Crowd Control spells that this game has. And, as being a damaging (cant be avoided by Confuse nor Divine Itervention) freeze, it cant dispelled by knights and mages. This spell if surely one of the most spamed spells in all game, and it is too powerful as it is at the moment. i think that increasing cooldown will make it less-spamed and increasing cast speed will make fights with obstacles against a marxman "less imposible"

3) Make spells as Recharded Arrows, Out of their Heads, Cold Blood, Dirty fighting, Bersek, Head of the pack, etc (all spells that increase Weapon Damage Bonus) dont use in its calculation the jewelry damage.

Reason: As an attempt of reducing the disbalance of Dragon Amulets and of Daen Rha, Evendim and Thorkul rings, making them imparcial in the calculation of weapon damage bonuses could make fights more balanced.

4) Make Thirst for Blood attack speed bonus only work for barbarians with two handed weapons. (this wold make the dual-weild barbarians have only the damage bonus)

Reason: this is an attempt of nerfing the Dual-wielded barbarians (which DPS is well known as too high) and increasing the usage of the two-handed weapons (which are mostly being ignored, at the moment, because of its lower DPS).

5) Make Recharded Arrows effect only work for ranges smaller then 30 (≤ 30).

Reason: The marxman class needs a motivation of fighting close and taking risks. As well needs a nerf, specialy in large ranges, where no class can reach them. This clas has the second higher damage per second (dps) and the 3rd biggest defense, and it needs to have disvantages, as any other class. The suggested disvantage would be that recharged arrows only works when then marxman takes risks, when he is in ranges ≤30.

6) Remove Mass pricking-ivy, (on the war master discipline) and replace it will a spell (lets call it "Direct Damaging") which makes the damage of DoT (damage over time) spells (as Lightning and Ice blast) become Direct, and not constant.

Direct Damaging

"the walock makes the target get damaged faster, but looses part of the damage"

Type: Constant
Duration: 12 seconds
Cost: 200 mana
Cooldown: 60 seconds
Global Cooldown: very short
Casting Time: 1 second

Spell total damage -25%

"All damage-over-time spells damage the target as if they were direct spells"

Observations: -considering this spell, any players who cast a DoT spell in a target under "Direct Damaging" have their damage direct-ed, and not only the warlock spells.
-this spell would 'solve' the problem with 2 or more warlock damages cancel each other and not stack.
-this spell would help the warlock, by avoiding that he looses part of hes damage, by having hes DoT dispelled, or if the enemy uses Retaliation.
-Example of working:
The warlock casts "Direct Damaging" on a hunter. Then he casts "lightning". Instead of the hunter taking 240 lightning damage over 5 seconds, he takes 900 damage (which is the total damage 1200 minus 25% of it) instantly.


7) Reduce the durations of the skills "Deafening Roar" to 4-5-6-7-8, Confuse to 7-8-9-10-11, Darkness to 9-10-11-12-13-14, Lighting arrow to 15, Caltrops Arrows to 15.

Reason: the suggested number could be others, because,quite obviously , those spells duration are too long and it is very over powered.The important is to have them reduced.

8) about War Master Teleports, make them imposible to be casted inside forts, castles and realm gates. And make their cast get canceled (as it happens with camouflage) if the mage is attacked, by any normal hit or spell.


9) Remove Strategic Position, or make it accessible to all archers, or even just make it work in ranges ≤ 30.

Reason: as the marxman is such an offensive subclass, it is specialy strong against any mages and archers, because of its range and damage. Having such a strong spell as strategic position, reducing all ranged damage, makes this subclas too overpowered, even more for an offensive class.

10) make pets become invisible automatically, when the hunter cast camouflage.

Reason: choosing to carry a pet costs too many points, to tame it, to revive it, to cast bestial wrath, skin of the beast,... having to put points on the passive is too much.

11) When a hunter jumps out of camouflage (but not because of reveal spell), make it imposible to cast any spell during 3 seconds.

Reason: this should avoid that hunters do the obvious combo "distraction shot -> rapid shot -> dirty fighting -> ambush -> cold blood", in a enemy who had absolutely no chance of getting prepaired to this, nor to fight back.

12) Change the description of Son of the Wind, Spell Elude, Protection Dome, and provide the probability % of resist success.

Reason: The current descriptions are useless, we actualy dont know what we are investing in.

13) decrease casting time of Life savior and Protect ally. Even Break Apart or dual shot could get a decrease on casting time too.

Reason: those spells (Life Savior and protect ally) are suposed to save an ally, however the knight have to come close to hes ally to cast PA, and this makes it hard to get in time to save the ally. Protect ally should be instant.
Life Savior is slow to cast and if the ally dies while the conjurer is casting, Life Savior goes to cooldown, even if it was never casted.


14) Put an animation for player under the spells Cold Blood and Divine Intervention.

Reason: As Cold Blood gives the hunter great damage, it would be nice if the enemy could know if the hunter has cold blood and could perhaps has a chance to react/get prepaired to deal with the iminent giant damage incoming.
About Divine Intervention, it needs an animation (which lasts during all the duration of divine intervention) because if a lower lvl of divine intervention is casted on a already-DI-ed character, it doesnt work, and just goes to cool down. The animation could help, because the conjurer could know what allies dont need DI. Example: If I am a conjurer (who has DI lvl 4), I cant know if my ally has or not a DI 5. if he has, whe i cast my DI 4 on him, it doesnt work, and my DI goes to cool down, even never getting hes effect working.

15) Give an use for the mana of hunters pets. I have suggested something here: http://www.championsofregnum.com/forum/showthread.php?t=93945

16) Reduce the cost of Skin of the Beast, Mana Pylon and Mana Comunion.

Reason: all too much expensive... i understand that they are all powerful spells but using one of them is, most of the times, the same of running out of mana.


I could suggest more but those are all about spells that i have in mind right now.

Awrath
01-31-2014, 11:57 PM
Glad to see some consideration for balance.

In my opinion there are a few fundamental changes that need to take place before balance of spells and subclasses can even be considered. Two very important concepts are flawed and any attempts to balance with these flaws will prove difficult.

The first is the current armour system. Absolute damage reduction needs to go, because the net effect of it is what we see today, knights being hit for 20-30 by archers while they are under defensive stance, the spell itself is only OP due to absolute damage reductions. In the current state balance is skewed further by those with good gear vs those with bad gear. The reason why we have people paying $200 for dragon amulets is because of the significant benefits it provides vs this current armour system, in comparison to "normal" gear.

The second step that needs to taken is getting rid of shared spell trees. As long as these exist it will be difficult to balance individual subclasses. For example, parabolic shot on archers, while it is a very useful spell, I don't think that marksmen require that insane gain in range from parabolic level 5. With separate spell trees these spells can be tweaked to offer different end results to each individual subclass.

After these two things are done, then you can consider balancing spells and subclasses, as the steps taken from that point will be a hell of a lot easier.

Once that's done, there needs to be adjustments made to the duration of certain stun spells (dist shot, roar), duration of darkness. I still think for RvR purposes knocks are far too long in duration (yeah hate lvl 5 knock spammers) and 4 seconds is more than enough for a knock. What I would rather see with knocks is reduced CD/Mana cost per level rather than increases in duration.

The big balance issue however is mages. Since the raise of level cap to level 60 (And the introduction of 20 power points for all that further skewed balance), every other class has gained more damage, however mages still lag behind. The fact that if you have too many warlocks, there's no point in casting lighting/ice blast on the same target is a big let down.

I agree that the duration of camouflage is too long, and I also agree that the duration of stalker is too long. Both of these spells used in combination at level 5 = unlimited invisibility.

DI needs a reduction in duration, and it needs an animation that is visible 100% of the time, as it sucks when you turn to ambush a DI barb, and the next thing you see is kick (5).

The range that marksmen have available needs to be reduced.

Protect ally needs a bit more range and needs to be an instant spell to be more useful in war. In it's current it can only be used in 3 situations. The target is knocked, the target is still, the target is running towards you and you towards them. If they are running away from you, even if they are 2m in front of you, by the time you cast they are out of range.

With the introduction of dual wield you increased barbarian DPS greatly, without considering the impact it will have on war. This needs to be looked at.

I'm sure there's more but that's all I can think of for now.

Fiver
02-01-2014, 02:56 AM
" 11) When a hunter jumps out of camouflage (but not because of reveal spell), make it imposible to cast any spell during 3 seconds.

Reason: this should avoid that hunters do the obvious combo "distraction shot -> rapid shot -> dirty fighting -> ambush -> cold blood", in a enemy who had absolutely no chance of getting prepaired to this, nor to fight back. "

2 ccs and 3 buffs to do meaningful damage for 3-4 hits every 60 seconds and marginal damage against real end game players wearing all that money can buy.
If anything in there fails you lose big.

Fix hunters its your game you figure it out!!

errei
02-01-2014, 03:09 AM
" 11) When a hunter jumps out of camouflage (but not because of reveal spell), make it imposible to cast any spell during 3 seconds.

Reason: this should avoid that hunters do the obvious combo "distraction shot -> rapid shot -> dirty fighting -> ambush -> cold blood", in a enemy who had absolutely no chance of getting prepaired to this, nor to fight back. "

2 ccs and 3 buffs to do meaningful damage for 3-4 hits every 60 seconds and marginal damage against real end game players wearing all that money can buy.
If anything in there fails you lose big.

Fix hunters its your game you figure it out!!

i guess u r a ganker who got rly hurt by a suggestion. but anyway, resist is not the discussion in this thread. pls focus in suggestions =)

TryHarder
02-01-2014, 04:48 AM
Darkness reduced to 15 seconds at level 5.
SotW should be 100% resist. Duration of 10 seconds.
Recharged Arrows should take 25 mana per shot and 200 damage at level 5
Sticky Touch cast time reduced to .5 seconds and -20% at level 5
Obscurate and Sentinal should be switched
Specialist should be 30 damage at level 5
Escapist 100% evade. 10 seconds at level 5
Lightness bumped up to 20 dex at level 5
Remove the speed malus from focus
Remove Fulmi
Remove Cold blood. Give hunters another passive dmg boost. 30 damage at level 5.
Change sentinal to 15 elemental damage at level 5. 5per element
Wits should give 100-200 mana at level 5
UM should be 100%
Slow should be reduced to -20% speed at level 5. Duration 10 seconds. CD 45.
Strategic should be put into a hunter tree. Reduced to -25% range damage.
Wind wall should be -35% ranged damage at level 5.
Locks should get a spell to give -15-20% phys damage at level 5 too.
Terror should have a fixed knockdown value and same damage on all targets.
Life savior should be instant
Protect ally should be instant
Skin of the beast should only be 50% at level 5.
Death sentence should be 30-50 physical damage. That way it affects archers, pets, and warriors
Mind Blank should be like defensive stance in that it stops you from being able to cast offensive powers
SotW should be 100% at level 5 but disallow the casting of offensive powers.
Mana burn should be removed
Sadistic Servants should be -15mana per tick at level 5
Vampirism should be 750-1k hp at level 5
Energy barrier should be 1.5k at level 5
Mana communion should be 30mana per tick at level 5
Soul Keeper should be 200 hp per tick at level 5

All 1v1 CCs for every class should be 5 seconds at level 5. All area CCs should be 10 seconds max.

Loque
02-01-2014, 06:35 AM
All CCs(excluding areas) in the game namely knocks, stuns, dizzy and immobilize should get rid of their levels and should be only a condition of on or off with the same duration on all of them.

For example, you put 1 point in Kick to enable it, you get Kick, there is no Kick(1-5). Duration can be 5 seconds (variable value).

Az.
02-01-2014, 06:43 AM
Div Intervention: Perhaps this can be made a self buff (i think suggested elsewhere). This would prevent it's OP effect on barbs and prevent the OP effect of confuse/darkness on support conjus. Spell may be fixed duration at all levels with reduced mana cost at each lvl (lvl5 at cost DI is now maybe?). However, this will probably make warju too OP xD (maybe 30s dur with 40s cd could be a way around it).

The converse spell; Darkness: A similar idea, fixed duration with reduced mana cost at each level (lvl 5 is current mana cost), 15s dur is probably enough.

errei
02-01-2014, 06:52 AM
All CCs(excluding areas) in the game namely knocks, stuns, dizzy and immobilize should get rid of their levels and should be only a condition of on or off with the same duration on all of them.

For example, you put 1 point in Kick to enable it, you get Kick, there is no Kick(1-5). Duration can be 5 seconds (variable value).

luved this idea =)

TryHarder
02-01-2014, 07:08 AM
All CCs(excluding areas) in the game namely knocks, stuns, dizzy and immobilize should get rid of their levels and should be only a condition of on or off with the same duration on all of them.

For example, you put 1 point in Kick to enable it, you get Kick, there is no Kick(1-5). Duration can be 5 seconds (variable value).

Which leaves 4 more PP to be used. The 20 PP we got from the level increase already ruined balance enough.

errei
02-01-2014, 07:14 AM
Which leaves 4 more PP to be used. The 20 PP we got from the level increase already ruined balance enough.

they are smart enough to remove a few PPs if they do some change as that

TryHarder
02-01-2014, 07:20 AM
they are smart enough to remove a few PPs if they do some change as that

...lollllllllllllll

Absorption
02-01-2014, 07:27 AM
they are smart enough to remove a few PPs if they do some change as that

hahahahahahahahahahha

GrimNightfall
02-01-2014, 07:49 AM
Please nerf dual wielding so I'm not forced to use this crap
:bear: :fsm:

Rising_Cold
02-01-2014, 08:01 AM
About the DI problem
I believe if buffs were visuall and you could know that certain players are under DI
it would already do much good.
out of visuall range -> enter visuall range -> no visuall buffs
DI needs to be visuall for whole duration

Zas_
02-01-2014, 08:45 AM
The first is the current armour system.

The second step that needs to taken is getting rid of shared spell trees.

:warning: Do not change anything until this is done.

Once those 2 points are fixed, then we can start about balancing.

Zas_
02-01-2014, 08:50 AM
About the DI problem
I believe if buffs were visuall and you could know that certain players are under DI
it would already do much good.
out of visuall range -> enter visuall range -> no visuall buffs
DI needs to be visuall for whole duration

This implies to fix issues Enio's was talking about back to 2009:
http://www.championsofregnum.com/forum/showpost.php?p=848912&postcount=5

:dumbofme:

Blastard
02-01-2014, 09:06 AM
Camouflage: A lot of hunters pimp their equipment out with CS these days (not all, so don't flame me). Why? Because casting camo is quick. All they have to do is use their increase speed, sneak behind a rock and they are gone. Increase the casting time on this, please.

Imo adding after-attack timeout to camo (like with mounts) would fix this problem. Increasing casting time is ok too :P


Stalker Surroundings: It is possible for a hunter to stay invisible 100% of the time pretty much. After Camouflage ends, stalker should have a cool down before it can be used, to prevent becoming a ghost. For example, you must wait 10-15 seconds before casting camo, or stalker one after the other.

Make it require allies nearby, just like horn or head of the pack.

ieti
02-01-2014, 09:35 AM
I do not like to see spells nerfed beyond every usefulness as it happened before. Fix spells, balance them but not make useless. Think about new possibilities for the all this broken and useful spells we have now.

I will like to see this ones returned back:
- Tremor - was a nice spell and gived fun to conjus.
- Protection Dome - maybe was too OP before, but after the change it was simply useless.
- Escapist - back to old version - speed boost was so nice for archers.

Spells to be rethinked:
- Devine Intervention - maybe duration lowered so it should think of compromise before giving it to other class than giving to fellow conju. Or maybe make it self buff - this will be too radical.
- Mind Squasher - it is good and needed spell. Make it less spammable, make it possible to use 1-2 times per war as other powerful spells. Maybe 80 -120s cooldown is good.
- Darkenss - good and needed spell. Duration must be lowered at max 15s at level 5.
- Confuse - again perfect spell. Duration max 15s at level 5.
- Wind Wall needs a buff.
- Steel Skin needs to be back to 95%
- Mana Communion - make it 30 tick / 30 sec on level 5. So it is useful to regen allies for a short period of time.

- Conju War Master passives are too high in the tree. You need to cut off in defense and heals sometimes to get them. They can be switched with teleport for example. So mages get their stats boost which is OK, because they are pretty squishy, BUT to get teleport they need to make sacrifices.

Mage defense and damage need to scale of level 60. Right now mages are too squishy comapred to damage which damage dealers can make.

I tnink Nerfing Protection Dome back then made Sultar's Terror too powerful. Dome was a perfect counter spell of Sultar. So for me pre 1.0 powerful spells - powerful counters was a win - win scenario. If you manage to get a good spells with good counters this will make game perfect.

TryHarder
02-01-2014, 05:58 PM
Also, the WM spells needs to be looked at for virtually every class.

Marks 100% HC, immoblize spell is terrible.
Locks and Barbs don't use either the prickly-ivy-type spell or the -25% movement speed spell.
I don't even know what the hunter one is.

Hollow-Ichigo
02-01-2014, 06:36 PM
I don't even know what the hunter one is.

Horn of the wind and head of the pack. Hunter WM is the best. :3

kmdk
02-01-2014, 07:45 PM
The first is the current armour system.

The second step that needs to taken is getting rid of shared spell trees.


This is the main reason the gameplay looks so fucked up.

Since Warmasters add-on there is no scaling of armors vs damage.

People that wear boss gears and legendary weapons are not scalled at all vs normals people ,the difference is huge compared back in days ,wile a normal marksman deal 100 dmg a boss geard player deals a normal of 600 dmg.
In same way for barbs also ,or knights ,or hunters with cold blood etc..

Also is the same for armor system ,on some armors is a ridiculous damage deal of 80 dmg on hunters armors full with enchants ... the same is for all classes ,ridiculous huge difference ...

Before of all scale armor and damage system ,i understand there you need to make players to buy this thinks ..but to be in exclusive god_mode_on is sucks ....

In my opinion most of spells are ok as they are ,the main troble is in armor and damage scaling system ...is absurd.

Thallium
02-01-2014, 11:06 PM
Make Divine Intervention a self-buff. To keep it from making warjus OP, make it prevent casting offensive spells while active. Also, make it so that dispel isn't considered an offensive spell.

Mind Squasher should be 100% effective but only remove one buff or be temporary effect.

AariEv
02-02-2014, 03:09 AM
What you need to know to balance mages:

Scias's Thread: "Mage: The Outdated Class" http://www.championsofregnum.com/forum/showthread.php?t=86725

Instead of tweaking issues on the surface, work towards genuine balance by undertaking the above and what Awrath wrote in this thread. By failing to address root issues, you won't be only wasting the playerbase's time, but your own time as developers. Please do this properly.

Regards.

TryHarder
02-02-2014, 07:11 AM
Guys, please stop suggesting that MS be temporary affect. That helps nothing at all. People are complaining about MS because they die in 5 seconds at a fort when they get MSed. Making it a temporary affect makes no difference, unless you plan on making it a 1 second effect, then the spell is useless and unskilled.

Making it take random spells is terrible suggestion as well. Everyone complains about NGD's RNG, but trusts it enough to get MS right? Pls no

And making it take specific spells would be a bad suggestion because it is used for like 5-6 spells (Steel Skin, DI, UM, Ao1, and Defensive Stance) specifically 90% of the time. Making it take only those specific spells does not change it's impact.

Balancing MS centers more around changing DI, giving locks direct damage spells, and a couple of other things, then it does to trying to change MS itself (should have 60-120 CD), IMO.

ieti
02-02-2014, 07:24 AM
The only problem MS have is that it is SPAMMABLE. Every 20s you can dish one. Make it higher CD (for example 80 - 120s cooldown), so you think who you really want to MS.

Same with DI but make duration lower. Something like 80 dur / 60 cd will be enough to cover conju needs without they forgetting it too much. I really doubt any conju will not think who to buff - his conju partner or the mindless rushing barb.

For me getting DI in the all the mess is not what you want to see after. If it result DI nerf barbs will be - "lel i can do without this crap", but class which will be really hurt will be conjus. Conjus already took some nerfs which made them harder to play - more nerfing will make this class player base even smaller.

azn-rices
02-02-2014, 10:49 AM
http://www.gamesamba.com/forum/ro-general-discussion/version-1-10-7-balance-update-in-progress-t6805.html


landrval said he cant post in ngd forums so he posted on GS samba

_Enio_
02-02-2014, 12:27 PM
My suggestion regarding the marksman subclass, it might be old but all points still stand imho. The original thread can be found in the quote link.

Currently the Marksman subclass is in a sad state.

Since the extraordinary range was introduced, speed greatly reduced, Son of the Wind made unreliable the gameplay shifted to shooting from high range while being untouchable for most classes.

This is not only frustrating for those being targeted, its also quite stale for the Marksman himself. The problem is, this way of playing is the most effective due to the high survivability it offers and there is currently no real benefit in fighting in closer range, rather an abonnement of SoW failure screens.


Figured before i forget about it over christmas ill leave my proposals here now. Here we go, without much explaination as id just end up in a huge wall of text.

As a first Stage, priority fixes:


Revert the bows ranges to the old 20m, 25m, 30m values (or cut range at 30). Edit: Consider to additionally revert/reduce foresight if needed. (thx _Emin_).

Revert Winterstroke range to 30m


Additional suggestions:


Increase the minimum range of effect on Strategic Position to 10 or 15m.
Make Son of the Wind reliable. Plain 90% chance to resist for 4-8s, reduce cooldown a bit.
Reduce Markxs gear scaling: Make Recharged Arrows, Specialist a fixed +dmg spell.

Consider to bring back range 25 Death Sentence or similar mechanics for better dynamics.

Consider to bring back old Escapist or similar mechanics to buff closer range.

Raindance
02-02-2014, 12:55 PM
I don't want to see bows reverted back to their old range, not when warriors can Kick/Feint from 10m. I would rather see Parabolic Shot/Foresight slightly nerfed.

Which leads me to suggest that the spell Feint should not be executable under Defensive Stance. Knights with spears can knock someone down from a fair distance while still safe under heavy protection.

GreekFireborn
02-02-2014, 01:40 PM
I don't want to see bows reverted back to their old range, not when warriors can Kick/Feint from 10m. I would rather see Parabolic Shot/Foresight slightly nerfed.

Which leads me to suggest that the spell Feint should not be executable under Defensive Stance. Knights with spears can knock someone down from a fair distance while still safe under heavy protection.

actually kick/feint range is 2 with a spear eqquiped.the position lag makes it look like its 10 :hat:

Raindance
02-02-2014, 02:00 PM
actually kick/feint range is 2 with a spear eqquiped.the position lag makes it look like its 10 :hat:

Actually, only Feint is 2 with a spear equipped. :hat:

Lionious
02-02-2014, 02:57 PM
i just Repair my items i use now only for 1 day is cost me about 1milion gold You guys must change that in new update becasue i repair same thing everyday! also i just use normal items and some wm armor only

sathius
02-02-2014, 10:27 PM
Its great to see that you are looking for our input on the game. And there are many great suggestions above although this i don't see the point of balancing classes if you cant sort out this pay to win theme in the game. This means lucky boxes giving people a direct advantage over other players. Along with this dragon amulets, i mean people pay large amounts of money to have a massive advantage in the form of these rings and amulets and if this is not removed or at least taken in to consideration when creating changes we will still have classes such as marks and hunters having an unbalanced advantage over others.

Zina Pallas
02-02-2014, 11:24 PM
TL;DR

My list:
- darkness duration must be shorter (20sec at lvl5)
- MoD duration should be shorter
- roar should have smaller duration (or longer cd)
- howl's range should be removed
- remove or nerf fulmi
- make UM 100%
- locks should have much more damage, DoT dmg calculation should depend on intelligence (suggested many times)
- Mindsquasher needs some nerf, this is a good suggestion (http://www.championsofregnum.com/forum/showthread.php?p=1781019#post1781019)
- paladin's aid should give a bit more hp (350-450 or something)
- wm knight self-heal should be replaced with something more useful

_Kharbon_
02-03-2014, 12:20 AM
Following up from my previous suggestion list, I would like to add something about the WM powers.
I think its fairly safe to assume, that WM was implemented in a rush, and the spells were just "cooked up" from what came to mind. There were changes, and even they weren't entirely successful. I would like to suggest the following:

1. War council.
Well. this is a great idea with excellent potential, but at the moment it's absolutely useless. Two main reasons for this:
a) it's a separate chat, doesn't show in the general chat, such as clan or party chats do. Associating another shortcut to write to this tab (maybe ",") would make it great to use
b) on Haven there's Commerce and Realm chat available everywhere. Why would anyone bother using WM chat then? If those two were switched off in WZ, WM chat would be used much more. Combining with suggestion a) would make this spell very useful and "warmasterworthy" :D

2. Warmaster blod.
Health bonus is always welcome. Maybe it could be positioned a bit lower, because I can imagine some classes having issues with discipline points to reach it.

3. Warmaster's might
I would leave this. It gives slight bonuse in dmg/castspeed/constitution... but its not too powerful. At least on warlocks and hunters.

4. Specific spells:
Warrior


Beacon: I'd leave this as it is. Not powerfull, but still used. 2k hp is useful. It's maybe a bit too much for knights, but that wouldn't be the issue, if my previous spell suggestions were implemented
Heroic shout: tbh, I never saw this used. I'd consider replacing this with something else.
Paladins aid should be instant, maybe slightly amplified too.
I'm not sure about the self-heal spell. Someone else should comment on this

Mage


Portals are good. I would only adjust the offensive ones to target between the two bridges of each realm (eg. one between pb and pb2; second between pn and pn2 for ignis). The defensive portals should have three locations, central save, castle, and the further fort. Alternatively, gate.
Mass pricking ivy. Although I saw this used few times, I don't like it. Warlock has better meele-defense spells (time master, mind push), mana cost is too high and duration too short. I'd replace this with a entirely different spell.
Divine protection. I'm not sure about this spell, someone else should comment on this.

Archers


Fire arrow. Although the idea was good, it's bugged severely. Either it should be fixed, and slightly amplified in range, or replaced.
Killer instinct. Well, I genuinely don't know why this was introduced, but I guess it was just to fill a gap where a WM spell should be. IMHO it's the worst WM spell there is. Replace it with something nice. I'd suggest a group range buff requiring allies around the caster (similar to head of the pack, only increasing range instead dmg). Of course, only if foresight (and/or parabolic) were nerfed, as I suggest in my previous post in this thread.
Head of the pack is a nice spell. because of its position in the tree, and ally requirement, I'd give it a slightly higher bonus. Maybe together with raising the ally requirement to three.
HotW. I don't know, why this spell isn't used more, but it's very useful. Adjusting for Haven, I'd consider decreasing the ally requirement to three, maybe while decreasing the speed bonus slightly.



NGD stated, that the current wm spells would get power levels, same as other spells (1-5), and would be scaled accordingly. I would leave them, asl they are now, that is not requiring any power points investing.
Of course, some of them need to be adjusted/replaced according to suggestions.


I know, that some argue that WM spell tree is a potential pp sink, balancing out the power points acquired between lv 50-60. However, I'm not so sure. There are many other issues with that, such as different subclasses requiring different numbers of spells, etc. For example, mages have just enough pp to get all the spells they need for balanced setup, while archers don't know on what other spell they could use them up.. (just my oppinion, no need to flame :P).
Point is, that I'd leave the WM tree independent on power points, and rather fix the number of pp obtained at different levels. EG. while mages get 5 more power points for reaching lv50, from that stage they only get 2 power points per level..


Regards.

schachteana
02-03-2014, 01:02 AM
hello again, the registration for this forum seems to be disabled, which is why a clan friend of mine asked me to write the following for him -


OimDerGott:

"Back to the roots - the skill system and its balance is great - but was designed for level 50.

So decrease the amount of disciplin points back to the amount of level 50, but keep the maximum amount of power points for level 60 as it is. It's great not to have the possibility of skilling almost all the good spells and to make a difficult decision at the trainer. The whole Warmaster skill tree should be unlocked for all Warmasters - but he has to spend power points for each spell he wants to train.

Some spells do need a rework, the most important are already listed. Replace some "dead" spells like "Camouflage Corpse".

Decrease all durations of all stunning effects.

Resist rate does need a pitch down.

Level 60 and no chance of obtaining a boss drop from the warzone bosses? Really?

Armor system ...

Boss weapons / jewelry ..."

Kyrottimus
02-03-2014, 03:14 AM
Give Knights some kind of minor self-speed boost of like +15% for 15 seconds (but they cannot randomly block while it is activated, and casting precise block will cancel it).

Change precise block animation to be locked (so user cannot leave attack mode to make it appear as though they are just standing there)

Reduce Berserk's damage % from +50% to +35% but make it an activatable buff like offensive stance.

Reduce Fulminating's damage % from +50% to +35% but increase duration to 10 seconds.

Make barb buffs like TFB and Berserk instant-cast.

Reduce duration OR increase cooldown of darkness.

Reduce duration of all slow debuffs except those already less than 10 seconds.

Decrease UM's % to resist CC by 15% per level but increase duration to 15 seconds.

Make mindsquasher work 100% of the time (if not resisted) but increase cooldown dramatically (higher-level reduces the cooldown but at level 5 make it no less than 60 seconds).

Reduce the hp/mp penalty to just above old levels on recharged arrows but also reduce the damage % to a max of +30% at level 5.

Take a serious look at the cooldowns on lock's large array of cc's (both single target and area) as well as DOT spells. Concern here is the ability to continually chain them. I do think some of them are in need of a slight increase of cooldown.

leafdale
02-03-2014, 06:18 AM
dear NGD, thx for keeping us informed !

here is my general opinion on balance. I feel the greatest effect on total player population, the greatest variable is adjustment in individual realm numbers of logged-in players. I propose the evidence of this to be the insignificant effect on total player numbers, of the large number of fine-tuning adjustments in combat powers made in the past. So my 2 points are :-

1) Overall combat powers and so on are acceptable and do not need much adjustment. Adjusting them did not historically significantly affect total numbers of players logged-in.

2) The greatest and higher priority is to introduce greater balance in realm numbers and player skills. Some real-time mechanism should be used to bring realm numbers of logged in players into closer alignment, perhaps allowing for a maximum variation of 20% at any time. This mechanism would need :-
a) real time check of logged in numbers
b) auto-booting of any player who is dormant for a set amount of time and
c) some form of team shuffle or way for players of different skills to be shuffled amongst realms.

The evidence in support of 2) promoting total numbers of players is the large amount of unhappiness very evident in player chat when persistence in imbalance of logged in players for each realm occurs. What happens is that newer players log out and never come back, and the game acquires a negative reputation for being buy-to-win.

kowocki
02-03-2014, 08:00 AM
What i have noticed as a clan member responsible for helping new players is:

lvl 30 yay a war quest->after fights why i cant kill anything and instantly die?

lvl 40 after questing and some boring grind-> another war quest->result look above

the problem is that when i played as a newbie a lvl cap was 50 and as lvl 30 I had some chance at war, when lvl 40 a really good fun started (with addiction to this game).

now if you are not a lvl 50 there is no fun for you from war zone (yes if you are experienced player you can perform well at lower lvls but we are talking about the new players, the future of this game)

as NGD need to have income and i bet most come from exp scrolls and lucky boxes then here is my proposal:

adjust the exp curve so only by questing you get lvl 45 then some grind lvl 50 but if you want lvl 60 then loong grind

reasons for this:

i believe really few ppl if any buy boxes below lvl 50 (Boise once made nice thread about lvl locking different types of boxes and few other good changes)

as the grind from 50 to 60 will be longer NGD wont loose its income from exp scrolls

the game cream is pvp and rvr as be honest pve is well a bit outdated (?), so its best interest to make ppl get to lvl 50 and fight effectivelly ASAP.

At lvl 50 you got only 1 tier lower weapons and armor that are good for war, have enough power and discipline points to have spell setup good enough to be effective at war, and most important thing: YOU CAN DO WAR AND HAVE FUN FROM IT and when its calm then grind (not like now grind grind grind and how long till i will be able to do anything at fort?)

alternative solution is the seperate warzone for low lvls, current island is greate idea, that zone is awesome (i made a toon just to visit it) but its lvl lock is in my opinion a bit wrong, it should be lvls 30-45 at best, so after questing low lvls can have their own playground, learn on their own war setups, combos, tricks, spell chains etc. and most importantly HAVE FUN


Before responding bear in mind we are talking about newbies not experienced veterans who make 10th toon cause boredoom.

Zina Pallas
02-03-2014, 12:15 PM
Give Knights some kind of minor self-speed boost of like +15% for 15 seconds (but they cannot randomly block while it is activated, and casting precise block will cancel it).

<3 knights <3 but i vote no for this one.
- knights are designed to be good in fort fights but not in open-field. Speed buff would change this design principle and I don't think it is needed.
- it is already hard enough for hunters to kill knights. It usually takes 10 minutes and the hunter can loose quickly by doing a single mistake. If knights would have speed buff, hunters simply would not have chance.

Change precise block animation to be locked (so user cannot leave attack mode to make it appear as though they are just standing there)

Reduce Berserk's damage % from +50% to +35% but make it an activatable buff like offensive stance.

Reduce Fulminating's damage % from +50% to +35% but increase duration to 10 seconds.

Make barb buffs like TFB and Berserk instant-cast.

+1 for all of these

Reduce duration OR increase cooldown of darkness.
+1 for reducing duration

Reduce duration of all slow debuffs except those already less than 10 seconds.
I don't find this one important

Decrease UM's % to resist CC by 15% per level but increase duration to 15 seconds.
Barbs are all whining for making UM 100% - let them get it :P

Make mindsquasher work 100% of the time (if not resisted) but increase cooldown dramatically (higher-level reduces the cooldown but at level 5 make it no less than 60 seconds).
MS should be made 100% ONLY if ALL the buffs cd would be 50% shorter at least (and mana cost too)

Cuchulainn
02-03-2014, 05:52 PM
[...]

I overall agree with your points. A alternative to change the leveling curve might be to lower the differences between a mid-level player (e.g. lvl 40) and lvl 60 player a bit. So that the difference between PP and perhaps heath, mana points is a bit lower between lvl 40 and lvl 60 chars. It could be a good step to lower the PP gain at lvl 40+ or something. Some posters already proposed to lower the overall PP, which I think would be good (even if it was unlike my suggestion, distributed to all levelranges equally).

[...]
i believe really few ppl if any buy boxes below lvl 50 (Boise once made nice thread about lvl locking different types of boxes and few other good changes
[...]

It would be great idea, if a part of the ximerin is refunded if a box is consumed at a low player level. For example if a level 40 player consumes a box, give him 40% or so Ximerin of the purchase price back. Currently it seems to be almost only consumed by highlevel players.

TryHarder
02-03-2014, 10:07 PM
Put casting on the run in the game. This will make the game much more fluid

pieceofmeat
02-04-2014, 07:27 AM
Put casting on the run in the game. This will make the game much more fluid

I dont know, you risk losing good old feel and dynamics that are equally important as fluidity.

Ryan_Carmon
02-04-2014, 01:26 PM
Hey,

nice to see you're getting it going.

I just have one thing that I didn't see mentioned yet:
Remove Dizzy from Best Attack.
Reasoning:
10 Second dizzy is just way to much, its already hard to escape from a fully buffed Barb and he still got enough other spells to stop you. (For dizzy: Howl)
This fits for all classes. Being silenced for 10 seconds, the barb will have AT LEAST 5 more seconds you can't stand him.

Why just don't remove the % dmg component:
Riposte is outdated for Barbs since it's cast-time, I think Barbs should have a 150% dmg spell. But like South Cross it doesnt need additional CC.

Maybe reduce Cooldown/Mana cost to further balance this as "SC replacement"

Maybe a 100% dizzy for 1-2 seconds would be possible as well, just for disrupting an enemy player would be fine as well, but don't lower CD/Mana cost.

errei
02-04-2014, 01:56 PM
I would like to suggest, also, a spell that could make the mana, from hunter's pets, useful to the hunter.

The mana of the pet (which bar is there, close to the pet HP bar) has absolutely no utility, for nobody.

The mana cost to buff the pet with skin of the beast is insane (as the whole pet tree is somehow expensive)

what i would like to suggest is a spell which would make the hunter get like 300 mana (from hes pet) on lvl 5. as a malus it could make the pet loose some HP or whatever.

Hey,

nice to see you're getting it going.

I just have one thing that I didn't see mentioned yet:
Remove Dizzy from Best Attack.
Reasoning:
9 Second dizzy is just way to much, its already hard to escape from a fully buffed Barb and he still got enough other spells to stop you. (For dizzy: Howl)
This fits for all classes. Being silenced for 9 seconds, the barb will have AT LEAST 5 more seconds you can't stand him.

Why just don't remove the % dmg component:
Riposte is outdated for Barbs since it's cast-time, I think Barbs should have a 150% dmg spell. But like South Cross it doesnt need additional CC.

Maybe reduce Cooldown/Mana cost to further balance this as "SC replacement"

Maybe a 100% dizzy for 1-2 seconds would be possible as well, just for disrupting an enemy player would be fine as well, but don't lower CD/Mana cost.

i completly agree with this. (tho i think its 10 seconds, and not 9).

Shwish
02-04-2014, 02:08 PM
A huge problem I have with this game is that CC's last way too long. Nobody enjoys spending the entire fight on the floor or running around unable to fight back.

Either drastically reduce the duration of control spells or implement some kind of CC breaker spell available to all classes.

Zas_
02-04-2014, 05:50 PM
A huge problem I have with this game is that CC's last way too long. Nobody enjoys spending the entire fight on the floor or running around unable to fight back.

Either drastically reduce the duration of control spells or implement some kind of CC breaker spell available to all classes.

I tend to agree, make spell effects shorter in duration, but please also speed up GCD and eventually casting times. It will make the game much more dynamic.

Knock and immobilize effects should be broken when a certain amount of damages is taken.

Stun effect should not last more than 10 seconds (but reduce cooldown times, as this one is easily breakable).

Dizzy should always be shorter than Confuse and Darkness effects.

No spell should last more than 1 minute (with few exceptions perhaps).
Ie. Divine Intervention, many buffs, Stalker Surrounding are far too long.

Also Camouflage, Stalker, and teleports should work like Mount, unable to cast if hit within 20 seconds.

Add more counter-measure spells, encouraging team work.

jorgeseg
02-04-2014, 07:31 PM
A huge problem I have with this game is that CC's last way too long. Nobody enjoys spending the entire fight on the floor or running around unable to fight back.

Either drastically reduce the duration of control spells or implement some kind of CC breaker spell available to all classes.

Imo the CC's duration is like an identity for the game. I think many of who say comments like urs maybe just played another game with different mechanics, and liked it. Remember NGD is just trying to do some balance which shouldnt be too deep, they are not developing a new game.

Locks are an example of my first sentence. They were designed to be CC's machines, and there's when the enemy mages come to scene with their dispells, which can be an spammable spell (low cast, low cd, low mana) and mass dispels.

I think CoR has a lot of good war tools and ppl who doesnt use. Just many of them want to win the easiest way possible.

To be OT, my suggestions are:

Make winter stroke's cd longer (50 sec - 1 min), Burst of wind 7 seconds at lvl 5, 50% reduction of darkness' duration, Non-stackable dizzies and knocks from same spell (like 2x meteor), stacakble DoT's (from archers and mages) or a spell for mages and archers that enable this on the target (like a debuff). Give hunters strategic position, instant PA cast for knights.

Hayir
02-04-2014, 09:04 PM
ethereal mantle needs bubble animation back.

pieceofmeat
02-04-2014, 09:57 PM
Imo the CC's duration is like an identity for the game. I think many of who say comments like urs maybe just played another game with different mechanics, and liked it. Remember NGD is just trying to do some balance which shouldnt be too deep, they are not developing a new game.

Locks are an example of my first sentence. They were designed to be CC's machines, and there's when the enemy mages come to scene with their dispells, which can be an spammable spell (low cast, low cd, low mana) and mass dispels.

I think CoR has a lot of good war tools and ppl who doesnt use. Just many of them want to win the easiest way possible.

To be OT, my suggestions are:

Make winter stroke's cd longer (50 sec - 1 min), Burst of wind 7 seconds at lvl 5, 50% reduction of darkness' duration, Non-stackable dizzies and knocks from same spell (like 2x meteor), stacakble DoT's (from archers and mages) or a spell for mages and archers that enable this on the target (like a debuff). Give hunters strategic position, instant PA cast for knights.

Its not often I dont find something to disagree with reading peoples post here.

Good post. :)

Kyrottimus
02-05-2014, 01:25 AM
In a broader sense I would suggest taking a look at the theme of melee vs. ranged and realize the disparity there.

Warriors should have more tactical ranged abilities, likewise mages and archers should have more tactical melee abilities. Nothing to change current roles, simply to fill in the gaps where each class might be too strong in one area while being way too weak in another.

kowocki
02-05-2014, 09:16 AM
RE Kyrottimus: "likewise mages and archers should have more tactical melee abilities."

This problem is as old as this game

http://iwconstructions.com/Regnum/index.php

(go to page 1)

Fiver
02-07-2014, 12:40 PM
In regards to pet and its mana bar and a possible boost to hunters:
Make all pet tree spells draw mana from the pets mana pool??


Also as a general idea for some balance:
have a formula taking into account relative lvls and apply a dmg minimum.
This will give a boost to those who have less than stellar gear and less lucky with drops.
I know we have some great code people who play this game make it a;

If dmg > 100

Then

what ever great code you guys think would be fair???

Kyrottimus
02-08-2014, 08:35 PM
With a little more in-depth consideration, I submit a more detailed suggestion for the upcoming balance update. All the classes need to have their spells/skills revamped and rebalanced on the basis of all sub-classes having the tools accessible to them to face any other sub-class on any terms of battle (no more rock-paper-scissors gameplay, just how you build and play your sub-class).

Example: In an open field, archers and mages eat warriors alive. At a fort/castle/gate door, if any ranged gets caught by a barb/Off-stance Knight's CC they get eaten alive.

This kind of extreme shift depending on class is frustrating. And simply giving warriors more speed/ranged-centric spells and archers/mages more melee-centric spells won't cut it. It's a start, but there's a lot more to rebalancing the subclasses than simply adding more utility for all the spectrums of fights.

I'd like to see some basic efforts in balance brought back in the following direction:

All Classes--
*Make Concentration affect spell focus, spell resistance and critical-hit chance.
*Make Strength affect inventory carry weight and all melee base attack bonus (would include archer and mage melee attacks--to be elaborated upon later in this post)
*Make Intelligence affect mana points and mana-regen rate and mage staff ranged normal damage bonus.
*Make Dexterity affect hit-chance and evade chance and non-magical ranged attack bonus (would include both archer and warrior ranged attacks--to be elaborated upon later in this post).
*Make Constitution affect Hit points, health regen rate and reduction of cc duration (With every 10 const = +1% reduction in cc duration).

This way, every stat for every class has functionality and usefulness.

Warriors--
*Make all single-target spells and self-buffs instant casting, like protect ally, paladin's aid, ripost, fatal strike, shield bash, army of one, defensive support, thirst for blood, fulminating (i.e. the only warrior spells with cast time are areas and auras like deflecting barrier and heroic presence. Shield Wall and Stars Shield would remain instant). Reason being that warriors are too clunky as it is, and until the positioning is improved (dramatically) this would make them a lot more fluid and seamless to play.
*Reduce Defensive Support's speed malus to -10%, it fails enough as it is on level 5.
*Give warriors a "Throw Weapon" option in the Tactics Tree, replacing one of the useless spells there like "Martial Defense" or "Throat Cutter". This is a max of 30m spell where the thrown weapon loses damage dealt over range (100% from just 0-10m, 75% from 11-20m, 50% from 21-30m. Dexterity is used as the base-damage bonus instead of strength for thrown weapons. Once weapon is thrown, that weapon goes on cooldown and cannot be used ("Retreived") until cooldown is over. The level determines cooldown duration (18sec-10sec level's 1-5).

Knights--
*Give Knights spring back, or make Onslaught Knight-only and make it self-affecting.
*Make defensive stance a buff that duration=cd, or if it remains an activatable spell, split the difference and cut the defenses it provides in half and cut damage penalty only to -50%.
*Make offensive stance a buff that duration=cd, or if it remains an activatle spell, split the difference and cut the defense penalty to -50% and damage bonus to +20%.
*Precise Block would be like the Marksman WM spell "Killer Instinct" in that when activated it would lock you in place until duration is over or the spell is deactivated. Put a spell animation above the knight's head in addition to the animation, so if they go out of combat mode or sit down, you can still visually see that the spell is in effect.
*Rename "Steadiness" to "Toughness" and add passive resists to freeze and immobilize with the same +% resist as knock. As any knight knows, even on level 5 it fails more often than not, and with as much as knights are frozen and immob'd and then ignored, it would give a few more opportunities to them to actually do stuff.
*Give Knights a new spell that acts like Precise Block + retaliation called "Reflect Projectile" that works on first-received hit (ranged attacks only, deactivates after 1st hit) redirecting any ranged attack back to attacker. Level of spell determines duration and +% chance of succeeding (even if it doesn't hit the attacker it still acts as a blocked attack).
*Remove Knight WM power "Blessed' and replace it with a burst aura (like shield wall) called "Divine Presence" which acts like an area Divine Intervention (same range/mana cost as level 5 shield wall but with a duration of 15 seconds and a 60 second CD).

Barbs--
*Give 2h weapons a second gem slot (and 2h Magna weapons a 3rd) and an extra bonus for each special/magical/epic/legendary (to bring them up to par with the gem slots and bonuses of a combination of dual wield weapons). At the same time, reduce the base damage of the offhand weapons so that dual wield weapons combined generally do not produce higher damage of like quality (level/uniqueness) 2h weapon. The idea here is if you want to make hard hits, use 2h weapons, if you want fast stackable DPS, use dual wield. Right now, most barbs use dual wield because at the moment they provide both.
*Increase fulminating duration to 10seconds but reduce +% damage bonus to +30%
*Give barbs a new passive called "Conditioning" that reduces all CC durations -5%/-10%/-15%/-20%/-25% (Levels 1-5).
*Give barbs a new spell called "Parry" that acts like retaliation (goes away after first attack is received) but does not redirect any damage; basically it nullifies whatever 1st attack is received--the barb must be facing the attacker (forward 180 degree arc only). Level determines duration.
*Change "Rend" to bleed mana over time. Like sadistic servants but with a max duration of 15 seconds and no mana returning to the caster, and on level 5 attack damage is only 50%.
*Change "Beast Attack" to always dizzy (if not resisted), reduce duration to same as meteor per level, and reduce damage to +10%/+15%/+20%/+25%/+30% (Levels 1-5).
*Change "Berserk" to an activateable spell like Recharged Arrows, with the total loss of the ability to evade we would also add a -25% spell-resist malus (across all levels).

Archers--
*Make Stunning Fist instant-cast, and reduce duration to 3/4/5/6/7seconds per level.
*Give Archers three new melee attacks all at 1.5m range:
**First of which being "Bow-Strike" (bow's weight in kg + the archer's strength * 1/2/3/4/5 via levels 1-5 as purely blunt damage) that is a passive ability which automatically switches on when the target is 1.5m or closer. Attack speed is tied to the bow's attack speed, and then is cut in half (it's twice as fast). Buffs like Recharged Arrow and the like have no effect on these attacks. Ranged spells can still be utilized within this range.
**Second of which is a new spell called "Arrow Stab", where the archer uses an arrow in the hand as a dagger, causing the damage of the arrows + dex (as integer) and inflicting cannot-attack malus to target for 1-5seconds (levels 1-5).
**Third of which is a new spell called "Bow Trip", where the archer uses his bow to trip his attacker, with a base knock duration of 2/3/4/5/6 seconds (levels 1-5). It functions just like feint, but with shorter durations.
*With these new additional melee abilities, reduce Son of the Wind and Escapist durations both to 4/6/8/10/12seconds (levels 1-5) while simultaneously reducing mana cost and cooldowns slightly. Give Escapist a sound effect.
*Reduce "Maneuver" cooldown to 15seconds longer than duration.
*Reduce "Dual-Shot" cast-time to 0.5seconds, increase cooldown by 10 seconds.

Marksmen--
*Make Strategic Position instant cast.
*Increase "Ignis Scorch" damage by +100 fire per level.
*Remove -hp/-mp malus on recharged arrows while also reducing max +% dmg bonus to +30%, make it reduce the marksman's evade-chance and resist-chance both to -50% (yes, having this on while casting Escapist or SotW would affect them accordingly).
*Remove Marksman WM Power "Fire Arrow" and replace it with "Bolo Arrow" which inflicts immoblization upon a target (acts like Prickling Ivy(5) but with a range of 20m and a duration of 4 seconds).
*Add +5% attack range and +5% attack speed bonuses to existing WM Power "Killer Instinct," and increase mana cost by +100.

Hunter--
With the "Archer" Class changes in mind, and current Hunter WM spells (being fairly practical), I would only really alter Cold Blood to slightly reduce the damage bonus (something like -20% less than current per level; so like +30%/+50%/+70%/+90%/+110%) but increase duration to 12/14/16/18/20 seconds (per level), to account for the fact that right now casting cold blood you burn up to 2 seconds waiting for GCD and attack cycles to clear before attacking (so in essence current Cold Blood is really only effective for ~4 seconds). I would, however, move the Cold blood ability to higher in the tree (trading places with confuse).

Mage--
*New Melee attacks added to Staff Mastery Tree.
**A new ability "Staff Strike" is added, being the mage's Staff's weight in kg + Strength * 1/2/3/4/5 (per level) that is a passive ability which automatically switches on when the target is 1.5m or closer. Attack speed is tied to the staff's attack speed directly.
**A new spell called "Disarm Foe" is added, the mage uses his staff to knock the opponent's weapon from their hands and puts that weapon on a cooldown. The opponent must wait for the cooldown to end or switch to another weapon to attack or cast a spell. This attack does not cause damage and its duration is 2/4/6/8/10 seconds (level 1-5).
**The Ice, Lightning and Fire magnifications are combined into a single buff, though duration is decreased to 45 seconds and cooldown is 60 seconds. Mana cost is increased by +150 per level (based on the mana cost of just one of the other magnification buff).

Warlock--
*New Warlock Spell "Return Projectile" which is a self-buff that has duration of 5/10/15/20/25seconds (levels 1-5) that grants 33% chance (per attack) to return any ranged normal attack to attacker with 50% of that attack inflicted.
*Warlock WM spell "Mass Prickling Ivy" has mana cost reduced to 400 mana and duration increased to 6 seconds.

Conjuror--
With the "Mage" Class changes in mind, and current Conjuror WM spells (being fairly practical), remaining Conjuror abilities remain unchanged.

Raindance
02-08-2014, 09:34 PM
Hello NGD,

It's been over a week, I understand that it's the weekend now, but can we see some beginning changes you've acknowledged thus far?

Like I said, it's the weekend, but I'm sure we'd all like to see the first list of changes by at least Monday. Considering how much this thread grew, I think it's better not to let the suggestions get too large that you won't be able to keep track of anything. It's better to have less work to do.

TryHarder
02-08-2014, 09:45 PM
Hello NGD,

It's been over a week, I understand that it's the weekend now, but can we see some beginning changes you've acknowledged thus far?

Like I said, it's the weekend, but I'm sure we'd all like to see the first list of changes by at least Monday. Considering how much this thread grew, I think it's better not to let the suggestions get too large that you won't be able to keep track of anything. It's better to have less work to do.

Don't forget RA's

http://i.imgur.com/AsozTAX.jpg

schachteana
02-09-2014, 01:08 PM
Hello NGD,

It's been over a week, I understand that it's the weekend now, but can we see some beginning changes you've acknowledged thus far?

Like I said, it's the weekend, but I'm sure we'd all like to see the first list of changes by at least Monday. Considering how much this thread grew, I think it's better not to let the suggestions get too large that you won't be able to keep track of anything. It's better to have less work to do.
All those insults, accusations and "do this, do that"-imperatives are bad enough for this forum (I wonder who started that sh*t), but please don't also start demanding stuff like that, this is even impertinent imo. I know you'd like to have feedback so you had to write less, but I guess ngd rather wants to have many short opinions instead of few long ones. I also wouldn't fancy redoing this thread :P
sorry for OT, also won't comment on this anymore, you may delete this post if you want

ice_zero_cool
02-09-2014, 02:28 PM
Problem:
One thing that comes to mind in regard to barbs (the biggest imbalance with barbs, if you ask me) is that they can deal one hell of a dmg (what theyre supposed to do) and still tank insane amounts of dmg (what they really shouldnt).

Solution:
Revert berserk back to its old self, making it reduce armor points.
Old one was -100% AP, maybe make new one (at least) -50%*, so barbs still get their dmg bonus, but dont get it "for free" (honestly, who cares about -100% evade chance?!). Maybe the (heavy) armour penalty could also be compensated by adding a few percents to attack speed.

*Depending on spell level:
Dmg: +10% +20% +30% +40% +50%
AS: +01% +02% +03% +04% +05%
AP: -50% -60% -70% -80% -90%

Kimahri_Ronso
02-09-2014, 07:50 PM
Some of my thoughts regarding classes.
WARNING: Quite a long post, maybe my longest so far xD.

Locks:

-Arcane devotion needs a longer duration, I want it to have 120 sec at least, Cool down follows, so 120 sec too. It's really annoying to recast it every 60 sec....

-Energy barrier needs some rework IMO, as it already was suggested before 1000 damage is a joke on lvl5

- Wind wall needs to be improved, locks need a spell against ranged barbs.

- I wouldn't touch MOD, it was nerfed once already.

- Darkness needs a shorter duration, 12 -14 -16 - 18 - 20 sec / level is more than enough. Cool down and mana cost needs to be lowered of course.

-------------------------------------------------------------------

Conjus:

See at locks Arcane devotion and Energy barrier ^^

- Mass resurrection needs a change to be more reliable.

- Heal ally and heal self needs to be raised IMO, its just impossible to keep someone healed when a barb is hitting on her.

--------------------------------------------------------------------------

Marksmen:

-Recharged arrows needs a change, lower the mana drain per shot and remove the hp drain.

- Winter stroke needs the range 30.

- SOTW (Son of the wind) needs to be more reliable for a last spell in a spell tree, make it 100% but lower its duration, cool down and the mana cost.

- Give back old Escapist with movement speed.

------------------------------------------------------------------------

Hunters:

- See at Marksmen SOTW and Escapist ^^

- Confuse: Why not making confuse this way.... It'd disable all self buffs but one, so all class could use one buff, buff means frenzy or caution for barbs, caution stays for knight, energy barrier / wind wall for conju / lock (too bad if you don't have it skilled xD), and acrobatic, evasive tactics or strategic position for hunters / marksmen.
On the other hand it would disable all non-damaging offensive skills ( and conju heals of course! ) such as ambush, distracting shot, slow, hinder, howl, deafening roar etc. We could keep its current duration, mana cost and cool down.

- Replace Camouflage corpse with the old skill "Track ally", I'm pretty sure its more useful than that :D.

- Revive pet needs to be moved lower in the pet tree so it can be used earlier, also, hunters don't need so many tame skills but one.

---------------------------------------------------------------------

Barbarians:

- IMO Unstoppable Madness is fine as it, far more reliable than SOTW ATM.

- Lower fulminating's damage but just by a bit.

- Deafening Roar's duration seem to be too long, make it last for 10 sec maximum.

- Defensive support's speed malus needs to be looked at, it should change with every level IMO, on lvl 5 should be ONLY -25%.
5-25% - lvl 1 -lvl 5.

- Give Mind Squasher to knights only.

- Barbs need some kind of retaliation-like skill too IMO against ranged attacks, so they don't have to hug trees and rocks all time.
Maybe replace threat with a new skill, "Retaliated skin" that returns or lowers the range received damage for a short time ( like 5 seconds ) for some sacrificed attack power.... Just a thought.
----------------------------------------------------------------------

Knights:

- See at barbarian Defensive support ^^

- Knights need some kind of speed boost ( just like mages by the way ) a charge-like attack that grants them temporally speed bonus.
"Shield charge" : The knight gains 10-15% speed bonus by a charged rush for 5 seconds. She can't use any other skill when performing this rush and losing all of her block chance for the duration of the spell. Any offensive attack cancels the effect. Replace Rigorous Preparation with it.

- Shield bush and Protect Ally needs to be instant.

- Precise block needs a change, either fix the bugs connected to it, or modify it (http://www.championsofregnum.com/forum/showthread.php?t=100587) :D.

- Mind squasher has to be reworked too, there were many suggestion about it so I won't try to go into it deeper, raising its cool down and lowering its mana cost seems to be the best solution maybe.. for now.

----------------------------------------------------------------------

For the long terms I'd say only this, shared spell trees have to go. All subclass needs her own skills, make them unique and diverse, also sort out useless spells and replace /rework them so they will be skilled and used again. There was a thread about it somewhere I'm sure, but I can't find it now.... If someone finds it, please post it :).

Oh, and remove resists please!! Let spells like SOTW do the resists!

xayne
02-09-2014, 11:37 PM
I just hope you keep in mind this time around that balance doesn't have to mean to nerfs. I would take a look at the skills that no one is using and replace them with something people will use or just boost the hell out of them.

Basically nerfing people's favorite skills will make them unhappy, but adding new skills or buffing ones that aren't used will make them happy. It's your choice which path to take here. The old balance model in this game has always been to nerf, and I hope that NGD can finally see by looking at other games that nerfs aren't the only way to go about balance.

kowocki
02-10-2014, 10:20 AM
Before changing any spells we must first consider solving the basic problems:

random generator (resist, evades)

armor calculator

way how jewellery damage bonus is added in the formula


It was multiple times mentioned on this forum by people more familiar with games and programing than me.

If you start changing spells with broken/unreliable armor system and evades/resists guess what will you get?


Good example for marksman: recharged arrows-> after "nerf" this spell hadicap low lvls both in grind and war.

why it was nerfed?

cause the way how it become ridicullous when ppl used this spell with set of two boss rings and amulet

xayne
02-11-2014, 01:02 AM
TL;DR

My list:
- darkness duration must be shorter (20sec at lvl5)
- MoD duration should be shorter
- roar should have smaller duration (or longer cd)
- howl's range should be removed
- remove or nerf fulmi
- make UM 100%
- locks should have much more damage, DoT dmg calculation should depend on intelligence (suggested many times)
- Mindsquasher needs some nerf, this is a good suggestion (http://www.championsofregnum.com/forum/showthread.php?p=1781019#post1781019)
- paladin's aid should give a bit more hp (350-450 or something)
- wm knight self-heal should be replaced with something more useful

So basically nerf other classes and boost mine?

Hollow-Ichigo
02-11-2014, 02:55 AM
Don't expect much from this balance update, cold blood and mind squasher will be the only changed spells

TryHarder
02-11-2014, 03:47 AM
PA should be instant or range 6
Energy Barrier should be 1.5k at level 5
Fulmi should be removed
Cold Blood should be removed
Camo should only last 45 seconds at level 5 with a 100 second CD or something. Should also take much longer to cast or not be castable within 20 seconds of being attacked
Wind Wall should be -35% ranged damage
Mana burn should be removed
MS should have a 120 second CD and possibly 1second to cast
RA should have the -hp removed and the -mana toned down
All 1v1 CCs should be nerfed to max 7 seconds at level 5
All area CCs should be nerfed to max 10 seconds at level 5
Low profile should be instant
SotW should be 100% resist for 10 seconds at level 5. 60 second CD
Sadistic Servants should be -15mana at level 5
Should not be able to cast offensive powers while Mind Blank is up
Ensnaring arrow -speed should be removed
Wild Spirit should be 10% at level 5
Mobility should be 15% at level 5
Defensive support should be knight only
Disable limb should be 20% at level 5
Terror should have a fixed knockdown
Winter Stroke rng 30
Wits should be a fixed mana value. 200 mana at level 5
RA should be a fixed damage value. 200 damage at level 5
Specialist should be 50 damage at level 5
Defensive support should be removed
Frenzy should be knight only and 30% at level 5
Caution should be 50% at level 5
Beast Attack shouldn't have a dizzy
Change WM spells for every class except conj, hunter, and knight because lock, marks, and barb WM spells suck.
Give Strategic Position to Hunters only
Skin of the Beast should be 50%
Beastial Wrath should be removed.
BoW should be put into a shared tree

Balance swag

Lucky_Luke
02-11-2014, 12:26 PM
Defensive support should be knight only
[...]
Defensive support should be removed
Balance swag

Logic swag

pieceofmeat
02-11-2014, 01:03 PM
Restrict swapping armor mid fight.

Its ridicules that some players use these new items as a speed boosts when ganking, kiting or running away, then just quickly swap to one with better protection in the middle of a fight.

It could be as simple as a cast time to equip armor and jewelry, forcing players to stand still for 4-5 sec.

AnujAJ
02-11-2014, 02:18 PM
Imo coldblood is the only dmg doing spell hunters got. See a marksman - Winterstroke, Lethal Strike , Ethernal arrow, Recharge Arrows.
NGD should keep coldblood as it is & instead should work on marksman. Some spells like Hide Ally's Corpse should be replaced with another spell worth using.
Best Regards.

Zas_
02-11-2014, 02:19 PM
Restrict swapping armor mid fight.

Its ridicules that some players use these new items as a speed boosts when ganking, kiting or running away, then just quickly swap to one with better protection in the middle of a fight.

It could be as simple as a cast time to equip armor and jewelry, forcing players to stand still for 4-5 sec.

I agree on this, it doesn't make sense to be able to swap gear during fights.

And while at it, do not allow to swap weapons during spell casting.

Hollow-Ichigo
02-11-2014, 03:23 PM
And while at it, do not allow to swap weapons during spell casting.

Lol what's wrong with doing that?

V1r14
02-11-2014, 03:25 PM
Energy Barrier should be 1.5k at level 5
..
RA should have the -hp removed and the -mana toned down
All 1v1 CCs should be nerfed to max 7 seconds at level 5
All area CCs should be nerfed to max 10 seconds at level 5
..
Sadistic Servants should be -15mana at level 5
Should not be able to cast offensive powers while Mind Blank is up
Disable limb should be 20% at level 5
Terror should have a fixed knockdown
Winter Stroke rng 30
..
RA should be a fixed damage value. 200 damage at level 5
Specialist should be 50 damage at level 5
..
Give Strategic Position to Hunters only
..

Balance swag

There are quite a few proposals I like and I don't, to start with:

Energy Barrier: There are times where it feels underpowered, and then where it feels about right. Nowadays, I'm playing marx and there are locks which get hit by 550 norms, then there are locks getting hit by 360 norms, both in elite armor. Before changing Energy Barrier the armor calculation has to be changed for good. Such a huge gap should never be allowed.

1v1 CCs 7 sec at lvl5: Since CC's aren't equal powerwise ( compare a knockdown to a dizzy), and every class has their own time to finish off an enemy, you cannot set an absolute time for all classes.

Sadistic Servants nerfed: Can easily be dispelled, therefore has to be cast together with darkness or a freeze. Compare this against Energy Borrow, which steals mana instantly from the target and since Lv60 about as much as SS.

RA and Specialist: RA is annoying and it's %-based dmg gives jewelry-marx a huge advantage. Rather than giving RA a fixed dmg-bonus (like a magnification), I would see it removed completly. Playing marksman already feels like sitting in a turret. Reintroduce WASP STING: a spell which gives mana every shot. Rebalance existing Marksman-spells dmg-wise and most people would enjoy a Spellcasting marx.

Staffmastery: Consumes to much points and requires a good set of Equipment. Since Mage-buffs are entirely fixed-dmg there is no point in skilling it. An average equiped marksman has about 150dmg more in the characters-sheet than an avg Lock. It cannot be effectively used to level in the wz, because you have to sacrifice points which could have been spended on a CC.
Yes, Staffmastery shouldn't be the primary attack of a Mage. Rather then competing against Spells, it should be in synergy with it: A tool which helps the Lock when he is dizzied, or the target out of range for his spells.
The following changes are needed for that:
-The Speed of the Staff should also effect your main-attribute-dmg:
Compared to Archer- or Warriorweapons, Staves are stagnating in dmg between lv42 and lv60. There are no benefits in slow-staves compared to warrior-weapons were %-dmg adds another bonus to the already good gap (e.g compare elite axes against swords).

-1 Magnification: With 3x 50 fire/ice/lightning. Boosted to be adequate. Combined into one Buff to save at least 10 PP. Nothing more to be said here.

V1r14
02-11-2014, 03:30 PM
Lol what's wrong with doing that?

People are abusing a bug, which allows Instant-casting.

Ever fought against a hunter, and he instantly camoed under constant fire? :confused:

Hollow-Ichigo
02-11-2014, 03:54 PM
People are abusing a bug, which allows Instant-casting.

Ever fought against a hunter, and he instantly camoed under constant fire? :confused:

Never heard of this bug or seen that happen, but weapon switching helps a lot in fights

Zas_
02-11-2014, 03:57 PM
Never heard of this bug or seen that happen, but weapon switching helps a lot in fights

It isn't about switching weapons during fights, but switching armor or jewelry (which doesn't make sense) during fights, and switching weapons during spell casting.

AnujAJ
02-12-2014, 01:39 AM
I agree on this, it doesn't make sense to be able to swap gear during fights.
And while at it, do not allow to swap weapons during spell casting.
That means if we are using a lb, we cant switch to sb for combos xD

Hollow-Ichigo
02-12-2014, 02:38 AM
That means if we are using a lb, we cant switch to sb for combos xD

Suggested by a hunter who doesn't even use a shortbow, as well as getting owned by me because I have an OP one. pr0

errei
02-12-2014, 03:55 AM
i dont understand why ppl are considering suggest disabling armor-changes when critical subjects as boss-jewelry calculations, mindsquasher and winter stroke cooldown arent getting so much notority.

TryHarder
02-12-2014, 06:19 AM
i dont understand why ppl are considering suggest disabling armor-changes when critical subjects as boss-jewelry calculations, mindsquasher and winter stroke cooldown arent getting so much notority.

>critical change
>winter stroke cooldown

pick one.

-Aniara-
02-12-2014, 10:47 AM
First, balance is really good as is. Do changes with moderation and try avoid mistakes like offensive beacons.

Items.....

Massed boss gear do hit hard. But its really tricky to get a full set and they are the top notch items in the game and should have stats as such.

I prefer the suggested adding of new items bridging the gap from quest stuff more than nerfing the existing ones.

Warriors....
Make TFB just work with two handed weapons. And you may add range 1 to them all as well. This would slightly nerf barbs and make 2 handed weps have a use as well.

I leave the duration of roar as is, barbs need to get close and roar can be used for a single barb attacking multiple enemies in a daring attack, lets keep that possibility.

MS, I see no wrong with this really, if you nerf it blunt tree will need a boost.

Knights, well can't see anything in need of a fast fix with em. Leave em be for now.

Mages.....
The fixed dmg of spells is a nerf from lvl 50+ but a boon at lower lvls. Adjusting dmg after int will hurt low lvl mages and benefit high lvl ones.

That said direct dmg spells need a boost and a lot of the debuffs spells are hardly in use other than for killing bosses, it be cool if they could have a wider use.

SM, make this a option, either add some solid dmg to the wm staffs or make the new dragon staffs suited for it.

Buff all lock area attacks and make protective dome the main counter.

Archers....
cb + ensnare gets op with boss stuff added, hunter is very gear dependent but I dunno if its a problem really. After all you want us to be chasing better stuff all the time :)

Marks are fine I like the range and the cdīs, they are hard to catch but the greater the joy when you do. RA malus works fine too, as intended I say.



Conclusion...... (some a bit of topic, sorry)
- Don't overdo changes
- Let the classes be different, there is a dynamic were you set for rvr/zerg in the most specialized role u can (conju, full support) and if u want hunting/pvp you need a more varied set (conju, more mentals), this is cool.
- Don't listen to idiots
- Don't put effort in statues hidden away were no one will ever go, statues should be placed at central points! As decoration on bridges LOTR style :o)
- Thanks for all the effort!

Best regards

/A

RichardCromwell
02-12-2014, 03:46 PM
...
I agree with nearly everything he said. Especially about Warriors. Strong CrowdControl is a crucial part of why the sieges are not a matter of killing individual people, but playing as a group - do not nerf them and make conjurers less important. This (http://www.championsofregnum.com/forum/showpost.php?p=1782199&postcount=56) is also of relevance, here.

There have been more suggestions in this thread that I agreed with, but those Aniara has pointed out were those that were most important to me.

I have some additional remarks on Aniara's post, one idea for giving assisting conjurers more options at sieges and one extra plea for general RvR-balance.

Giving Warlocks a more significant role again:
Most Aniara said about warlocks is pretty fine, but I would not add all the suggested things. This is what I would find a balanced improvement for the warlocks' significance at sieges, although maybe only a few of these should be realised to keep the boosts in control:
This post (http://www.gamesamba.com/forum/post13610.html#p13610) [not necessarily the full thread] should be taken into consideration. AoE-debuffs [One reducing damage, and one defense, to counter knight-auras] in combination with a slight improvement of AoE-CrowdControl would improve the warlock's value at sieges to a justifiable level again. A possible addition would be reintroducing a nerfed version of Tremor, but for warlocks [If this were to happen, I, as a conjurer, would consider DIing knights to secure their auras. I am sure that would be appreciated]! =)
Sultar's Terror should have one or two seconds added to its duration - at least at the lower end.
The damage of direct spells should be raised slightly, but mainly for AoEs, so the PvP damage is not affected too much by this.
StaffMastery should indeed be a more valid option for the warzone.


Adapting Conjurers' range to the fortresses:
All assisting spells of mages should have their range increased by 5. That would set all ranged healing to 25, while DI, Buffs and Dispel would be at 30.
This would enable us to heal people very close to forts or practically glued to the castles, and Dispel/DI people at comfortable distances.

I have been missing this eversince the new forts were introduced. Setups that [aside from the basics] do not focus on on Auras and the necessary defenses to charge with the melees are practically useless for defending fortresses.

Aiding players at not messing up each other's gameplay:
If it actually exists, please remove the 3 aura limit (http://regnum.wikia.com/wiki/Aura_Powers)! [< See third paragraph]
Knights are already very unorganised with their auras, and the possibility of hindering their effectivity as a conjurer is messing up my tactics. Everyone already has to adapt their actions to the enemy. Please rid us of the fear of even standing in the way of our allies!
EDIT #2: I just remembered that 1.6.3 also brought the main Knight-AoE-defenses as "Activated", so I suppose this problem is only limited, nowadays, since there are only five auras in the game, and people only actively use four of them, but even more so, it would make sense to remove the 3-aura-limit, if it was still there.

EDIT:
Necessary remark about the post below mine:
My conjurer's spells' power is strong enough for it to be very effective. If you enhance the mangnitude of our heals even more, the class will be way too simple to play. I would prefer to have this remain a question of skill, please. +1000 health every 20 seconds, in addition to Life Saviour, certainly is enough!
[Granted, Greater Healing, as the only exception from this, is not a usable spell for me, so a cooldown-decrease to actually make this an option could be interesing.]

Aries202
02-12-2014, 07:14 PM
Balance needs to go deeper than redoing spells at this point. That only worked at the 50 cap.

Problem is the game never changed to fit the 60 cap increase. There's basically no difference in skill tree's and you don't really sacrifice anything anymore.

We have one extra skill-tree, but only for WM but even that doesn't use discipline points.

Bring back unique builds with lack of points. If you make the WM tree an actual tree to spend points on, you will see more different builds and less level 5 CC's.

A 60 char has access to a lot of spells, when it wasn't the case for 50, you had to sacrifice between being full blown damage or a mix of something.

Example, a warlock would have to be a terror one or a MoD one, or even both but would sacrifice mental tree and a lot of other things.

Bring that back, then work with what needs to be balanced out.

As for Class Balance:

I don't want to get into every spell or change classes need but I'll keep it basic.

Why is it that a marksman have better defense than a hunter, while also having more CC's than a hunter.

- BoW(Burst of Wind) it lasts too long on level 5, ever tried getting in range of a marks, while he/she is hitting you for 200+?

- Darkness lasts too long, 40 seconds is a joke for a spell of that caliber. typically that spell in a fort fight will get anyone killed who is casted on, along with ms. If you're darkness'd you assume you're already dead same goes for MS.

Two spells that can ensure death, and they're spammable.

As for knight, let us defend our allies better, give us ranged auras also that we can cast as a ranged attack. Nothing is worse than trying to keep up with your warrior buddies under def support. Make PA instant!

- Give us a spell that lets us take ally dmg onto ourselves for a short duration, let it replace that useless self heal wm spell. (someone suggested this before) but I think it'd be better if we were able to cast it on a single ally and let it be ranged, maybe a range of 8. I'd let you guys use your imagination if you follow up.

- Remove fulminating, any barbs that defend that spell are the reason why the game is the way it is. Nothing about that spell that just screams "easy-mode". We don't need that spell, I repeat, WE DON'T NEED IT.

- A barb can keep a group stunned for 10 seconds+ considering an average barb can kill a person in 5 seconds then follow up with rage of the earth, which again the duration is too long. (assuming it both works, we all know how shitty resists are). I don't think barbs need CC's that pass 6 seconds at all. At one point it was good for barbs to have some CC, but when they couldn't do all this burst damage in a matter of seconds.

- Warlock, this class hasn't been touched since the 60 increase when it comes to defense. (this comes back to the game never changed to fit the lvl increase) Barrier is a joke now, since a barb can break it in one hit, and some archer can in a few hits. Change something about that spell. Increase it to 2k hit points or something.

- Wind wall? Do I need to say more? It's useless and it's the second "defense" spell for a warlock.

Conjurs need a change up in heals also, right now Heal ally doesn't do anything, your ally will take up more damage by the time it's ready again.

As for MS there's no change you can do to it to make it better, in the end you'll make it the same thing or just useless, just remove it.

Now the home run topic.

DI'd Barbs, I think everyone has faced one, the spell benefits that class more than anyone. For about 10 seconds you can't do shit to them, unless you beat them down to death.

Few examples:

Warlock dealing with a rushing DI'd barbs, what can they do to avoid one. Absolutely nothing. For 10 seconds with UM and DI stacked, you can't do nothing but hope you outrun them(but a barb only rushes you if he can gain distance with spring) or hope a knight catches you with SW, or a conjur finds you in time.

DI needs to be changed duration wise. It can turn generally any class into a hard kill, and in a fort war, when there's various conjurs and various barbs, you have an unstoppable rush, unless of course they're MS'd or a um fails, but let's be honest, a group of barbs won't all have failed UM. :hat:

MS isn't the counter to DI'd players, cause if that was the case it would only work for people under DI, same applies for darkness.

As for boss jewelery, that's just a whole different topic on how they impact the game, and how little they impact mages, in fact they hurt mages more than anything because they don't benefit from it at all, but to only see 500 dmg logs from archers from 30 range, and 2k crits from barbs and the song keeps singing...

To conclude, all of these spell changes will be fine for a while, but their is still an issue, the game never changed for the 60 cap.

TryHarder
02-12-2014, 07:25 PM
WM skills should cost Power Points

And boss gear should be liked dragon gear in that it has different bonuses, depending on the class it is being used on.

Example for amus
Knights get +250 hp and +15% AP
Barbs get +250hp and 15% damage
Marks get +250hp and 200 mana
Hunters get +250hp and +30% damage
Locks get +250hp and 20% resist phys damage
Conjs get +250hp and 20% resist elemental damage

something like this. obviously those stats arent thought out.

Vincent_Valentine7
02-12-2014, 07:58 PM
move winter stroke to tricks and give it a higher cd bring its range back to 30 and maybe make it so you have to have at least 3 ally's around you in oder for it yo be casted say 20mts range or something like that...so at least hunters can have a good cc to fall back on in war to help other people around him ect

Loque
02-13-2014, 10:16 AM
DARKNESS:This wonderful just-for-the-kick spammable spell needs to be modified along with duration nerf by making it affect only ally support/heal spells, but the victim can still buff his own things.

ShadowForce
02-13-2014, 11:11 AM
The way darkness works is fine as it is. It just needs its durations modifying. Lvl 1 darkness is 20 seconds. That should be the lvl 5 duration Imo.

Zas_
02-13-2014, 12:37 PM
The way darkness works is fine as it is. It just needs its durations modifying. Lvl 1 darkness is 20 seconds. That should be the lvl 5 duration Imo.

Yes, this is the change to make.

TryHarder
02-13-2014, 03:46 PM
20 seconds is still too long

-Aniara-
02-13-2014, 04:09 PM
[QUOTE=Irsh;1783730]DARKNESS:This wonderful just-for-the-kick spammable spell...

uh...

Darkness is hardly a "spammeble" spell, CD is 120 sec.

And it plays a complex role:

-Forces DI to be distributed with some thought and makes it possible in combo with MS to kill a fully supported player...

-One of few spells that really hurt a support knight.

- Almost a must if lock area spells such as lightning storm should have any effect at all, they have such obvious animations that they tend to be dispelled in the blink of a eye.

- Evens out hunter confuse a bit if lock survive so long in PVP/gank situations when attacked from camo.

Personally I think those spells works pretty good. I hate getting darkness on my barb/knight and love cast it as lock. (And I will cry noob at darkness 5 almost as much as for confuse 5 :)

Zas_
02-13-2014, 04:32 PM
(And I will cry noob at darkness 5 almost as much as for confuse 5 :)

Yes, but darkness(1) duration =~ confuse(5) duration...

GreekFireborn
02-13-2014, 06:32 PM
Yes, but darkness(1) duration =~ confuse(5) duration...

but darkness has 120 seconds cd while confuse 60 :) so for darkness id suggest 4,8,12,16,20 seconds of duration per level and 100 sec cd :hat:

DonatoRLD
02-13-2014, 07:31 PM
Just a thought,

With the current relic system groups have to be very mobile, how about giving back all warmasters a teleport but all with different locations like Warlock/Conjurer.

Another suggestion, perhaps for a different thread.

- Stop allowing teleports inside forts/castles.

Fiver
02-14-2014, 02:25 AM
Make all pet spells draw mana from the pets mana pool 1st

new pet skill tree spells:

1. tame pet lvl 1-5 work for all mobs instead of wasting 3 spells for 1 task

2. Pet run speed 1-5 ( 2%-10% ) Passive

3. Revive ( passive 30sec ) with a defense buff for lvl 1-5 (5%-25%) Passive

4. Pet attack speed 1-5 ( 5%-25%) 15 sec duration 60 sec CD

5. Area Dmg Buff 6mtrs lvl 1-5 (5%-25%) 10 sec duration 60 sec CD

AnujAJ
02-14-2014, 01:59 PM
Suggested by a hunter who doesn't even use a shortbow, as well as getting owned by me because I have an OP one. pr0
LoL
Annavilya is good hunter too imo

dip1stick
02-15-2014, 09:36 AM
NGD, you ask for suggestions, here is one, scrap everything you have and start again, nerf upon nerf is doing nothing, moving the goal posts every so often does nothing.
Normal geared player against same type has fun with a few problems due to spell imbalance, add an uber boss geared player to the mix, no more fun.
All other suggestions would get me banned :harhar:

TryHarder
02-16-2014, 05:53 AM
A passive AP bonus in vanguard would be nice. 15-20% at level 5?

xayne
02-17-2014, 08:26 PM
Lots of people say to nerf def roar. I really hope you don't as it isn't overpowered since 9 out of 10 times your allies will break the stun. If you do decide to listen to these whiners though, please try to reduce the amount of buffs it takes to play a barb. The fact that it takes us 10 seconds to buff or more is a bit annoying. I have always wanted berserk to be sort of passive or work like recharged arrows. It is just silly have have a skill that every barb uses and is more or less pointless. Even if you had to reduce the damage of the passive vs the skill as it is now, it would be worth it because the skill itself is just an annoyance and it doesn't need to be.

tl,dr: If you nerf deaf roar, make barbs require less buffs. Don't nerf deaf roar!

TryHarder
02-17-2014, 09:08 PM
Lots of people say to nerf def roar. I really hope you don't as it isn't overpowered since 9 out of 10 times your allies will break the stun. If you do decide to listen to these whiners though, please try to reduce the amount of buffs it takes to play a barb. The fact that it takes us 10 seconds to buff or more is a bit annoying. I have always wanted berserk to be sort of passive or work like recharged arrows. It is just silly have have a skill that every barb uses and is more or less pointless. Even if you had to reduce the damage of the passive vs the skill as it is now, it would be worth it because the skill itself is just an annoyance and it doesn't need to be.

tl,dr: If you nerf deaf roar, make barbs require less buffs. Don't nerf deaf roar!

There are 3 buffs a barb need to be adequate in war. Berzerk (arguable), caution (arguable again), and frenzy. With just these 3 buffs barbs do 700+ norms and tank equal+/- to a knight without defensive stance.

Literally every class except knight and lock (for lack of buffs and lack of direct damage spells for debuffs to be worth skilling/casting). A conj has to cast AD, EB, Mind Blank, Karma Mirror, and/or FS. A hunter has to cast acrobatic, evasive, SS, DF, Cold Blood, and/or RS. A marks has to cast RA, acrobatic, evasive, SP, possibly some others depending on gear.

OMG DIS IS BS Y I HAF 2 CAST 5 BUFFS 2 DO 2K NORMS/CRITS I HATE DIS GAME NGD FIX IT.
Seriously, barbs should be expelled from any balance discussion(s).

Hollow-Ichigo
02-17-2014, 09:28 PM
OMG DIS IS BS Y I HAF 2 CAST 5 BUFFS 2 DO 2K NORMS/CRITS I HATE DIS GAME NGD FIX IT.
Seriously, barbs should be expelled from any balance discussion(s).

100% agree, too much bs coming from barbs when that is the only class they play. Put them on any other class and they'll bitch more than they are now.

Wi3ld
02-18-2014, 06:38 PM
HURR DURR HULK SMASH

The whole idea behind casting several buffs for our power is good as a balance situation. Without it, we can just spring to run down every one (except those fucking warlocks and shitty hunters with caltrops 5). Berserk should never be a passive.. it only takes half a second to cast and its duration is the same as the cool down, so it's not all bad. Fulmi should be nerfed or removed altogether, and def roar should be 9-10 secs at max level. I don't think much else needs to be touched, but open to suggestion of course.

RichardCromwell
02-18-2014, 06:56 PM
The whole idea behind casting several buffs for our power is good as a balance situation. Without it, we can just spring to run down every one (except those fucking warlocks and shitty hunters with caltrops 5). Berserk should never be a passive.. it only takes half a second to cast and its duration is the same as the cool down, so it's not all bad.
I do not really like the idea of simply nerfing damage buffs.
Fulminating in combination with an AoE is a very clever combo, and hard to pull off. Fulminating also provides the best chances for rushes against Conjurers in Fort-Wars.
When it is used in 1v1 encounters after one has been Knocked Down, it can be rather mean, but then again, most classes should not let that happen anyways.

What if, instead, they would nerf Barbarians' damage-reduction, to make them more vulnerable?

Caution could be buffed, and moved to the Shield-Mastery, and Frenzy could be removed. Whichever way it would be done, I think that would justify Barbarians' damage a bit more.

If needed, in order to not let that make them even more vulnerable to CCs in situations of 1 Barbarian Vs 1 ranged unit, Unstoppable Madness' Duration could be increased to 15 seconds - not making Barbarians too OP against melees, but increasing their chances to reach a ranged target.

Another thing from very early thing in this thread that I spotted and am very uncertain about:
About the DI problem
I believe if buffs were visuall and you could know that certain players are under DI
it would already do much good.
out of visuall range -> enter visuall range -> no visuall buffs
DI needs to be visuall for whole duration
I agree with the suggestion of a constant Spell-Animation for DI, but I actually like the disabling of visual buffs at the exit of vision range: It is the only way for conjurers to make hunters accept their buffs - And it is stupid enough that you need to justify the usage of Bless in the first place.

Wi3ld
02-18-2014, 07:21 PM
What if, instead, they would nerf Barbarians' damage-reduction, to make them more vulnerable?


This has been suggested before, and I don't necessarily disagree with it. We have many passive resists in 3 skill trees. Add that on top of armor with enhancements and you've got a tank dealing a lot of damage. We have no magical resistance at all, so locks can still rip us apart.
To be honest, I don't even skill caution, just max out frenzy. I'll only use caution during boss fights.. I think it's the passive resists that should be looked at.

Hollow-Ichigo
02-18-2014, 09:31 PM
l0l make hunters stronger pls kty

Wi3ld
02-18-2014, 10:01 PM
1047 crit from a Hunter. Seems legit.

ice_zero_cool
02-18-2014, 10:06 PM
l0l make hunters stronger pls kty
if you want a bigger challenge, how about not using that OP stuff you have. my hunter (lvl 60) deals 150ish dmg on other unbuffed 60s when im using 2xRODS and a +43 sb.
ppl with boss gear and really op equip should get nerfed (a bit - if you managed to get some nice boss gear ā la dragon ammy or wz boss-rings, you should obviously have a good advantage from that, just not THAT much of a difference) never mind the class. "normal" hunters definitely need a buff.

Phlue4
02-18-2014, 11:17 PM
Regarding the topic:
(my opinion)

Mindsquasher is way too strong.

Absolute armor calculation creates strange situations: (e.g.) If attacking a buffed marksman, "ordinary mortal" hunters do about 80 damage while Hollow-Ichigo (see post above) would probably deal more than 150. That's also why only changing single spells does not help so much

Barbarians do have too much defensive

Resist rate is too damn high https://fbcdn-profile-a.akamaihd.net/hprofile-ak-ash3/t5/s48x48/41800_119013601493044_6063344_q.jpg

Stun times are too long

Divine intervention, together with Unstoppable madness, is too strong

Winterstroke cd is too short


(that's the most important stuff I think)

kmdk
02-20-2014, 04:51 PM
Old fashion way ,3 weeks of random talk ,but not a change ^_^,i wonder if anyone care to read this thread :D

Recoil
02-21-2014, 07:45 PM
In my completely biased opinion, these are the things that NGD should consider as balance problems that need urgent solution:

1) Marksman with 500-600 normals from 42+ range needs some fixing from NGD I think.
2) Unrecoverable situations in an amount that is currently present in the game does not make it more fun. Getting mindsquashed/darknessed in the middle of a big fight -> 99% death; getting conf5->distshot->coldblooded by hunter -> 99% death; instant normal+kick4+normal+normal+normal from barb is death for most classes; dot*freeze chain from lock in certain build is unrecoverable certain death for most classes (or a treehug session). marksman in open field kiting everything at max range is just... sigh; getting one important thing resisted is something simply stupid death <- one stupid resist with broken formula should not ever bevcome an unrecoverable situation and solve a fight :/

Frosk
02-21-2014, 07:54 PM
Hey everyone,

We've posted the final list of changes for the upcoming version. We'll proceed on closing this thread, but we'll keep it as a Sticky, as there are quite a few ideas that will be helpful in an upcoming version.

You'll find the full list of changes here: http://www.championsofregnum.com/forum/showthread.php?p=1784967#post1784967

Best,