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Wi3ld
02-08-2014, 08:04 PM
OK, so barb is getting boring and I'd finally like to try something new. I'm hearing horror stories of upcoming nerfs on several classes, but I won't go into them because I have not seen them confirmed by GMs or any staff at all.
Can any NGD member PLEASE officially let us know what is getting nerfed and how. I don't want to start a new toon if it's going to get nerfed in a matter that I don't agree with. So please, can you let us know what your plans are, if any?

Hollow-Ichigo
02-08-2014, 08:17 PM
We wont know the changes until NGD release an official changelog. I think its usually done after the update but its been so long since we've had one that i cant say for sure. :D

Lebeau
02-08-2014, 11:37 PM
Barb boring? Hmmm ... well, tbph, not considering various extraneous matters like how/when mega-boss jewelry adds it's damage, etc., the barb as a class may need some 'nerf' moreso than any other atm.

I'd nerf the attr. damage-add for barbs by .5 per point so it'd be in-line with all the other classes (hunter would improve by .5 per point). Further, I'd nerf both berserk & fulminating to be 5%/lvl which is 25% at lvl 5. Fulm would maybe get a new 6 sec. duration. I'd also compensate the damage lost by boosting kick duration to 4, 5, 6, 7, & 8 sec. duration depending on lvl skilled, by improving UM from 90% to 100% effect at lvl 5 & by lengthening the durations of UM & spring to 12 sec. each.

If we aren't soon getting a %-based & proportional armor/soak system (unlikely, ikr), it also stands to reason that knight's personal defensive skill & aura %'s need adjustment downward to bring things somewhat back to the pre-WM balance-scheme ... due to these & higher base armors, single & double digit norms by certain classes since WM were, are & remain really ridiculous. Also, protect ally should be instant ct & alot of knight skills need de-bugging.

As well, marks' rech. arrows could stand to be re-visited: reduce mana & hp costs a bit, but reduce damage added to 5% per lvl skilled (25% at lvl 5). Same bonuses per lvl for deadeye too, but maybe a touch longer duration. The range of bows might also be considered for a nerf by reducing each's by 5.

To balance spellcasters, boost damage on all direct damage & DoT spells by around 15-20% (for all classes' direct damage & DoT type spells, but NOT %-based damage-add spells).

Mindsquasher ... (barbs everywhere tense in anticipation) ... needs absolutely nothing ... leave it alone.

-(Actually, it could perhaps be reworked to function against each effect separately, not be all or nothing, but if it was reworked thus, it's %'s should improve to 40, 50, 60, 70 & 80% at lvls 1-5).

There's alot more than this, but start with "Slarti's list", then peruse the many threads on balance, then take my 2-cents-worth here (& elsewhere) as a routine player of all 6 CoR classes, then just do it....

Hope NGD doesn't burn you (or anyone else) too harshly on this update you fear, Wi3ld (I've heard nothing .... does it even exist? .... even in a preliminary planning stage?....).

:piz:

Wi3ld
02-09-2014, 01:35 AM
Barbs don't need nerfing. I'd hit so low if that were the case.. even looking at an archer with evasive tactics and acrobat (or whatever it's called); if they have decent slash resist I'm lucky to hit for 400-500 normals buffed. I've seen knights deal more damage! Not everyone has wm and jewellery.

AnujAJ
02-09-2014, 06:46 AM
Plz dont nerf hunters :drums:

pieceofmeat
02-09-2014, 11:36 AM
Barbs don't need nerfing. I'd hit so low if that were the case.. even looking at an archer with evasive tactics and acrobat (or whatever it's called); if they have decent slash resist I'm lucky to hit for 400-500 normals buffed. I've seen knights deal more damage! Not everyone has wm and jewellery.

Dont be silly, barbs got more str contribution, more base damage with 2-h or a off-hand weapond, tfb and 40% more damage bonus than any knarb.

So please do enlighten us how they do more damage than a "normal" buffed barb.

Wi3ld
02-09-2014, 01:08 PM
So please do enlighten us how they do more damage than a "normal" buffed barb.

Have you not seen the screenshots of azn one hitting an alsius conj for > 4k. Even Darth Vader hits harder normals than me. Knarbs can be quite powerful. Not saying we can't be nerfed in other areas (fulmi, def roar, howl), but take away my base damage and I'll hit like an OP marks :P

Lebeau
02-09-2014, 10:44 PM
I tend to agree with Wi3ld on this call. Archers do seem to have a bit too much defense from their higher-than-other classes' armor-boosting-&-damage-negation-%-spells (acrobatic & evasive tactics). Given the INcomplete list of changes I've recommended so far, these 2 spells imho should be added to the ongoing list of things to modify/balance/nerf....:o

MxCx
02-09-2014, 11:58 PM
Have you not seen the screenshots of azn one hitting an alsius conj for > 4k. Even Darth Vader hits harder normals than me. Knarbs can be quite powerful. Not saying we can't be nerfed in other areas (fulmi, def roar, howl), but take away my base damage and I'll hit like an OP marks :P

I'm going to guess that in that instance, the results were completely gear, level, and/or buff dependent. I've been hit by azn, and it is high for a knight, but not too awful with end game armor and proper resists.

I'm more concerned about marksman with boss gear as a conj; being targeted at a fort by archers that are geared can still kill me quickly if I can't make it to cover fast enough.

Dumberest
02-10-2014, 10:10 AM
I'm more concerned about marksman with boss gear as a conj; being targeted at a fort by archers that are geared can still kill me quickly if I can't make it to cover fast enough.

nerf boss jewellery or even better remove them totally.

NGD i understand your wanting to provide players who do not pay for gear the chance to compete.on haven the problem is that 100% of boss jewellery players also have xim gear.with so much lvl 60 boxed gear about these days free players are able to equip themselves very well.

Rising_Cold
02-10-2014, 07:10 PM
OK, so barb is getting boring and I'd finally like to try something new.

make a conju :D if they make the supporting any worse just go warju and be an annyance :p

besides Id love to have another pool of mana to steal from >:)

(we wont know what they doing till they put it live or the week before that)

Hershel
02-10-2014, 07:52 PM
nerf boss jewellery or even better remove them totally.

NGD i understand your wanting to provide players who do not pay for gear the chance to compete.on haven the problem is that 100% of boss jewellery players also have xim gear.with so much lvl 60 boxed gear about these days free players are able to equip themselves very well.


Please, give a cake to this guy, i'm totally agree with you man.

Hollow-Ichigo
02-10-2014, 11:22 PM
nerf boss jewellery or even better remove them totally.

NGD i understand your wanting to provide players who do not pay for gear the chance to compete.on haven the problem is that 100% of boss jewellery players also have xim gear.with so much lvl 60 boxed gear about these days free players are able to equip themselves very well.

Or just make them useful for 'support' classes. :3

Eloyente
02-11-2014, 12:02 AM
Boost hunters plox

Lebeau
02-11-2014, 03:11 AM
nerf boss jewellery or even better remove them totally...Please, give a cake to this guy, i'm totally agree with you man.Or just make them useful for 'support' classes. :3We've covered this topic before, more than once. There's no need to remove them & steal from players. The overall BEST remedy imho is to make ALL jewelry damage boosts into a post-calculation addition. All game formulas would be done normally, then jewelry damage added on afterward. This means that the maximum total damage from using boss ammy & rings would be 50 + 34 + 34 (118) points per attack & even better, this is regardless of class using them. All individuals & all classes would then get identical boosted damage & these items in question would no longer be so unfairly OP. Additionally, ALL of these various jewelry items should remain as drops in the game, so new players & players currently without such jewelry can still obtain such.

:lighten:

leafdale
02-14-2014, 04:10 PM
We've covered this topic before, more than once. There's no need to remove them & steal from players. The overall BEST remedy imho is to make ALL jewelry damage boosts into a post-calculation addition. All game formulas would be done normally, then jewelry damage added on afterward. This means that the maximum total damage from using boss ammy & rings would be 50 + 34 + 34 (118) points per attack & even better, this is regardless of class using them. All individuals & all classes would then get identical boosted damage & these items in question would no longer be so unfairly OP. Additionally, ALL of these various jewelry items should remain as drops in the game, so new players & players currently without such jewelry can still obtain such.

:lighten:

Sorry Lebrun :/ but how does boss jewellery calculation work at present? Don't jewellery damage boosts already work as a post-calculation addition? :/ how does the formula work :/?

GreekFireborn
02-14-2014, 05:29 PM
Sorry Lebrun :/ but how does boss jewellery calculation work at present? Don't jewellery damage boosts already work as a post-calculation addition? :/ how does the formula work :/?

https://regnumonline.com.ar/forum/showthread.php?p=1753297 this will help u

Lebeau
02-14-2014, 06:03 PM
Sorry Lebrun :/ but how does boss jewellery calculation work at present? Don't jewellery damage boosts already work as a post-calculation addition? :/ how does the formula work :/?Lebrun?! ... w/e ...damage examples: http://www.championsofregnum.com/forum/showthread.php?p=1772144#post1772144