View Full Version : [AMUN] - Version 1.10.9 - Balance and Bugfixing.
nice changes, it keeps getting better! :D
why is that? Sulzing was the only spell where ANY of the staff values actually matters. Now you don't even need a range 30 staff anymore
concerning DI: Nice change, although I think that firstly, DI needs a permanent animation and even more importantly secondly, UM+DI is too strong when combined (I think I said that somewhere already, sry)
The problem isn't cold blood, it's the way amulet damage (or armor calcultaion, you decide) disproportionately distorts ones damage (specially for archers).
"Normal" hunters urgently need cold blood
PS. @NGD
Have you ever considered to actually include the France & German community into gaining feedback about current game development? If any of them wanted to take part in any discussion, they have to use a proxy server to register.
The German GM team is quite motivated at the moment (inept but motivated), they'd love to send you some ideas, I bet.
PS2.
you also forgot to add some changes about mind blank (cooldown, activatable stuff)
PS725.
when having mind blank and/ or steel skin active, you can still cast will domain, silence, mind push, imps etc.
guess this is intended
PS725 - its intended, but consider conjurors wont be able to use any damaging mentals anymore. No more beetle swarm, no more ivy, blaze, arcane missile, sultars...MANA BURN....What a half assed nerf of warjurs...Just get rid of shared trees...because you obviously cant "fix" one thing without breaking several others.
Tamui
08-14-2014, 10:23 PM
PS725 - its intended, but consider conjurors wont be able to use any damaging mentals anymore. No more beetle swarm, no more ivy, blaze, arcane missile, sultars...MANA BURN....What a half assed nerf of warjurs...Just get rid of shared trees...because you obviously cant "fix" one thing without breaking several others.
This lol.
More feedback will be added later on.
pieceofmeat
08-14-2014, 10:25 PM
- Fixed: Skill casting is now interrupted when equipping or unequipping items.
Great! It would also be nice if you couldnt switch a armour set on the fly or during fights.
Hollow-Ichigo
08-14-2014, 11:20 PM
Great! It would also be nice if you couldnt switch a armour set on the fly or during fights.
What's wrong with doing this?
pieceofmeat
08-14-2014, 11:39 PM
What's wrong with doing this?
It can give you advantages such as movement speed, while never really get the disadvantages such as lower protection etc.
Not to mention that I think its rather rediculess switching leggings etc while moving or in a sword fight.
You can carry lots of shit for practical reasons, but to actually have them available when moving fighting etc makes it much more real, since you dont just store them.
DogFish
08-14-2014, 11:54 PM
Thoughts regarding conjurer changes:
*Mind Blank: Cannot cast damaging powers. This makes confuse stronger against conjurers. If they have mind blank up and get hit with confuse, they can cast absolutely nothing for the entire duration of confuse. Since DI now has cooldown > duration, it is impossible to entirely prevent confuse. It would be nice if conjurers/mages got a spell that could be used dynamically to counter CC (similar to UM/SOTW/Precise Block) rather than just random chance with mind blank. If not, previous version with -80% damage was more balanced then this.
*Heal Ally: Good change reducing to +700 hp, we will have to try some fights to determine the right values. I would also suggest improving greater healing. Either reducing cooldown, increasing area, or increasing hp. You've increased the strength of many damage areas, but healing areas remain the same.
*DI: Increasing the cooldown doesn't change the strength. A barb with DI is still ridiculously hard to fight, it's just that fewer players will have DI. DI is only really needed because confuse hurts conjurers so much. Change confuse and change DI.
Overall, the changes seem to be tending towards making conjurers into just heal spam bots standing far away from the fight, which is very boring. Mentals lets conjurers defend themselves and also actively influence the fight instead of just babysitting everyone's hp. Give conjurers changes that makes the game interesting and dynamic.
Ryan_Carmon
08-15-2014, 12:10 AM
What's wrong with doing this?
You can use the advantage (high armor stats) with the disadvantages (limited access to stats) of one armor during "combat" and switch a whole set of equipment for example during ambush+coldblood (dragon set hunter) to get one additional cb shot, that deals a lot of dmg.
Same goes for almost any class, maybe except the knight.
Overall, the changes seem to be tending towards making conjurers into just heal spam bots standing far away from the fight, which is very boring. Mentals lets conjurers defend themselves and also actively influence the fight instead of just babysitting everyone's hp. Give conjurers changes that makes the game interesting and dynamic.
I'm with you on that point, but I'm not sure if live will show this as drastic as you imagine. With clever usage and a lower cooldown on mind blank (Rito pls) this could be pretty fun while providing counterplay.
But, as I suggested, I would like to see chances go and give the conjurer access to a spell like we suggested, even if it's at cost of the current mind blank
esp_tupac
08-15-2014, 01:11 AM
PS725 - its intended, but consider conjurors wont be able to use any damaging mentals anymore. No more beetle swarm, no more ivy, blaze, arcane missile, sultars...MANA BURN....What a half assed nerf of warjurs...Just get rid of shared trees...because you obviously cant "fix" one thing without breaking several others.
that's nothing compared to what NDG did to warlock because we are heavily relying to CC in every fight...SMD mofo NDG!
Loque
08-15-2014, 01:21 AM
Hello there everyone!
- Fixed: Skill casting is now interrupted when equipping or unequipping items.
This also means multi-weapon setups will become mundane, as you cannot switch between then efficiently while using spells with cast time, for e.g., casting areas. The game could become clunky and it could hurt the dynamics of the game.
Also, if possible can you fix this old bug somewhat related to it.
http://www.championsofregnum.com/forum/showthread.php?t=87544
Kyrenis
08-15-2014, 01:43 AM
that's nothing compared to what NDG did to warlock because we are heavily relying to CC in every fight...SMD mofo NDG!
http://www.reactiongifs.us/wp-content/uploads/2013/11/youre_serious_futurama.gif
Awrath
08-15-2014, 01:47 AM
...
No offence taken. I just have to highlight this point in any balance update, as any efforts to balance become difficult while those issues exist, and it should be top priority. The changes upcoming are welcomed however, and if it does buy you the time to address those issues then I'm game.
This also means multi-weapon setups will become mundane, as you cannot switch between then efficiently while using spells with cast time, for e.g., casting areas. The game could become clunky and it could hurt the dynamics of the game.
Have to agree with Irsh here, I always thought this was a feature rather than a bug. It's one I use often on my hunter i.e. switching to LB immediately after casting tear apart so I'm ready to pew pew and ensnare the runner.
Dumberest
08-15-2014, 02:27 AM
Hello there everyone!
We've just uploaded a few more changes to Amun's version. Please share your feedback with us, as we move on to the final version we're aiming for.
The changes are:
Gameplay - World Map
- Fixed: Relogging in Imperia castle to re-appear in front of it with resurrection dizziness.
- Fixed: Kervyn Cairndweller (NPC Alsius) doesn't fall into building colission anymore.
Gameplay - Combat and Powers functionality
- Fixed: Reset powers now check for "orphan" powers. Those that had missing power points because of previous power modifications can now reset, relog and get those power points back.
- Fixed: Skill casting is now interrupted when equipping or unequipping items.
- Fixed: The pet now appears after dismount.
Gameplay - Balance Tweaks
Mind Blank: Mana Cost: 100-130-160-190-220; Cast time: 1 sec; Cannot cast damage powers.
Divine Intervention: Cooldown: 90 secs ; Duration: 10-25-40-55-80; Mana Cost: 75-100-125-150-175
Heal Ally: Health 100-250-400-550-700
Regenerate Ally: 10-21-32-43-55
Sultar's Terror: Range reduced to 30 meters.
Cold Blood: Changes have been reversed.
Best regards!
YES! about time DI got looked at.along with all the other changes you have made NGD.i cannot say how excited i am to be playing this new version,i cannot wait.
from a personal perspective your changes to sotw/escapist are the most dramatic and game changing in a most positive way.for players like me with high ping they do not work better than 10% while the enemy is getting 100%.this is a real game leveler now.its going to allow players with higher ping to compete that much better.i applaud you NGD!..
have you also considered the possibility of making knocks after a stun an automatic hit.ambush only works 10-20% of the time for high ping users.there is nothing worse for a hunter to come out of camou using dist shot on a barb,then buff up and cast ambush only to have it resisted.its game over onces its resisted.
_Enio_
08-15-2014, 03:57 AM
ambush only works 10-20% of the time for high ping users.
The chance to resist is not related to your ping. Timing might be harder, the higher the ping is, but the usual resist chance is the same, no matter the ping.
ontopic: I Welcome most changes, i like the general direction of removing excessive RNG from most spells. Itll also give a good base for future balance tuning, easier to analyze and spot issues when its not hidden behind RNG.
Keep it up, im excited!
Best,
that's nothing compared to what NDG did to warlock because we are heavily relying to CC in every fight...SMD mofo NDG!
Only because it's worth repeating. Mages are being royally screwed by this update again. What are you playing lately heph : )
Slartibartfast
08-15-2014, 07:32 AM
Sultar's Terror: Range reduced to 30 meters.
Another bitchslap to warlocks. Arcane projection becomes totally unusable now. The only range 0 spell now is SL, as far as I know. Instead making stave attributes worthy, you nerf them too.
wind_spirit
08-15-2014, 07:46 AM
hi,
PS. @NGD
Have you ever considered to actually include the France & German community into gaining feedback about current game development? If any of them wanted to take part in any discussion, they have to use a proxy server to register.
The German GM team is quite motivated at the moment (inept but motivated), they'd love to send you some ideas, I bet.
we are many french to read here and can report message from French forum even if French GM don't do it ( not sure they do anything :p )
bye
Rising_Cold
08-15-2014, 07:54 AM
now i get why conjus got all the buffs first.. it was to prepare for this >.<
about DI, only good conjus were able to chain DI and have 2 people protected at the same time
only really good conjus were able to do this, and fight in wars at the same time
(i dont mean the standing in the back and buffing archers, i mean going in with the barbs)
i wouldnt mind making it last shorter, but i really did like it when I could look back on a fight
that was hard enough on its own, where the DI chain went perfectly too
you cant even have it up on 1 person the whole time >.< or should the 5 points from MB now go to insight?
with all the nerfs on CC's DI should be shorter too yes, but why not a 60 sec duration and 30 sec cd
or atleast duration=cooldown so you can protect 1 conju
and no damaging powers with MB on.. I know its to target warjus from being 'OP' (only 1v1 you'd have to be truly good to take on more than 1 and win)
but part of support conjurer was that well timed ivy to stop that DI barb from
getting your ally who was running to safety or use bees just in time to block fulmi hits
Dumberest
08-15-2014, 08:15 AM
The chance to resist is not related to your ping. Timing might be harder, the higher the ping is, but the usual resist chance is the same, no matter the ping.
ontopic: I Welcome most changes, i like the general direction of removing excessive RNG from most spells. Itll also give a good base for future balance tuning, easier to analyze and spot issues when its not hidden behind RNG.
Keep it up, im excited!
Best,
yes and NGD tell us this too.but in practice every person who has a ping over 400 says the same thing as i do.heres what i think the cause of the problem is.
when we cast a spell,1 of 3 things can happen.
1-the spell completes casting and results in a hit or resist.
2-the spell fails to complete casting as the target went out of range before the spell went past the point of no return(50%).
3-the spell go's past the point of no return,but the target has moved and is now out of range.but on your screen they are still in range to allow you to complete the cast.
now id have to ask NGD about this but i do believe the game gives a resist/evade as the result of that attack(no.3) to compensate for each players differing ping/latency.they have to give that scenario an end result or we would find were unable to cast on some players at all.
ive tested with 125 conc and spell focus rings/items.ive tested everything i can and they make no difference to the results of spells.playing with 125 conc or 85 conc is the same when you have ping of 500.so this update is going to help alot and my idea of automatic hits on stunned players is another step to bridge the gap between high and low ping users.
-Aniara-
08-15-2014, 08:27 AM
@Slarti
Aye, agrees, any cs 7 staff will do, it is like just one stat on warrior weapon had any value...
I cant really see why change sultar from its current state? That said if the Sultar range 0 must go, add that to some other less used spells.
@Winter
Agrees, the dynamics of support conju lessens without those low lvl mentals.
/A
Wi3ld
08-15-2014, 09:04 AM
Thoughts regarding conjurer changes:
*Mind Blank: Cannot cast damaging powers. This makes confuse stronger against conjurers. If they have mind blank up and get hit with confuse, they can cast absolutely nothing for the entire duration of confuse. Since DI now has cooldown > duration, it is impossible to entirely prevent confuse. It would be nice if conjurers/mages got a spell that could be used dynamically to counter CC (similar to UM/SOTW/Precise Block) rather than just random chance with mind blank. If not, previous version with -80% damage was more balanced then this.
The idea is to have another conjurer, or a knight, dispel the confuse. Conjurers were not made to go out hunting alone as retardedly OP Warjus. They are a support class. Why do you need to cast damaging powers as a Conjurer?
Quite frankly I'm glad they are making these changes, because the conj class was just so broken. Now they just need to remove mana burn from them and I'll be really happy. Let's be honest, they don't need this.
Ulmar
08-15-2014, 09:41 AM
Why do you need to cast damaging powers as a Conjurer?
Barbarians' (and even other classes with good weapons/jewellery) damage output can be so high, heals alone just aren't enough to keep your allies alive sometimes. That's why most support conjurers carry damaging CC's such as Ivy and Beetle Swarm, which can be a lot more usefull in such situations. The damage itself is nothing (well, except for the fact that it goes through DI), only the effect matters. (Even though it can be abused by Warjurers...)
Mentals, including some damaging ones, are part of a conjurer's support job and are needed in order to protect both your allies and yourself.
Instead of a pemanent Mind Blank preventing to cast damaging powers, I'd rather have a much shorter one with higher resistance to CC's and the -80% damage reduction, as some other players suggested. I think it would be more of a tactical option instead of a spell all conjurers always have on themselves, just because it sometimes saves your life almost costlessly, even though most of the time it doesn't. ^^
Tamui
08-15-2014, 09:48 AM
The idea is to have another conjurer, or a knight, dispel the confuse. Conjurers were not made to go out hunting alone as retardedly OP Warjus. They are a support class. Why do you need to cast damaging powers as a Conjurer?
Quite frankly I'm glad they are making these changes, because the conj class was just so broken. Now they just need to remove mana burn from them and I'll be really happy. Let's be honest, they don't need this.
Wait, wait, wait. Hold the fuck up.
Why DON'T you need to cast damaging powers as a Conjurer?
How am I to protect myself from a Barbarian?
How am I to protect myself from Confuse?
How am I suppose to grind off Necrostacy?
How am I suppose to grind?
I get it I'm a supportive class. And I love it.
But when there are no fortwars? What am I suppose to do? Sit at CS contemplating about life till something happens?
No, I go and hunt. How can I kill my enemies? How can I protect myself from my enemies.
We can't stun.
We no longer can freeze.
Dizzy and Knockdown (Which by the way, aren't so mana friendly even though we can replenish mana easily) are useless under Confuse.
Mind Push - Ah yes. I suppose it is still as good, unless you're under confuse as well.
Beetle Swarm and Pricking Ivy are the only alternatives.
Moving on defensive buffs.
Energy Barrier - Yes viable, without reason a must.
Karma Mirror - Good for DoTs.
Force Armour - Might as well fight naked.
Mind Blank - Even though it is chanced, it has its moments. Oh wait, can't cast damaging powers. I'll guess I'll try to SM you like a marks or run away like golem. So it leaves us with Mind Push, Silence and Will Domain. Which are still good but very, very range restricted.
Steel Skin - Excellent versus Barbs and Marksmen. Hey we can't cast damaging powers as well. So that leaves us again with SM, Mind Push, Silence and Will Domain. Which are still alright but very, very, range restricted.
Heals - 600 instant HP is great.
Regenerate Self - Also great if you can hold over time.
Wait up.
We have summons. Those OP summons, people are terrified of. They are easily defeated as well even with the passives.
A whole tree just to use Zarkit and Lich. Lich is 500 mana for 40s. 500 is not pretty. Yes, yes we have Ambitious Sacrifice and Energy borrow. But 500 mana for 40seconds? The only two friendly things about those viable summons are that they are ranged and you can alternate between those two.
Remember that we cannot control summons except the golem. We cannot tell it to stop, guard ally or to fuck off.
Blah, blah blah, the game is aimed at RvR, blah, blah, PvPs aren't as important, blah, blah blah
Now two months from now everyone will be complaining that you cannot out-damage Conjurer heals and plead to nerf the Heal-bot you wished the Conjurer would become in the first place.
Barbarians' (and even other classes with good weapons/jewellery) dammage output can be so high, heals alone just aren't enough to keep your allies alive sometimes. That's why most support conjurers carry damaging CC's such as Ivy and Beetle Swarm, which can be a lot more usefull in such situations. The damage itself is nothing (well, except for the fact that it goes through DI), only the effect matters. (Even though it can be abused by Warjurers...)
Mentals, including some damaging ones, are part of a conjurer's support job and are needed in order to protect both your allies and yourself.
Instead of a pemanent Mind Blank preventing to cast damaging powers, I'd rather have a much shorter one with higher resistance to CC's and the -80% damage reduction, as some other players suggested. I think it would be more of a tactical option instead of a spell all conjurers always have on themselves, just because it sometimes save your life almost costlessly, even though most of the time it doesn't. ^^
Rising_Cold
08-15-2014, 10:07 AM
Blah, blah blah, the game is aimed at RvR, blah, blah, PvPs aren't as important, blah, blah blah
Now two months from now everyone will be complaining that you cannot out-damage Conjurer heals and plead to nerf the Heal-bot you wished the Conjurer would become in the first place.
this ^^
if they change it like this lets make those idiots regret it with a WM conju army
we'll just karma mirror them to death :devil:
ahh i just figured out the new warjus! 2 in full ally support, tanking enemies to death
praying to the RNG to make MS fail xD
and I really get the feeling all of these warju cries are just coming from the fact that they dont know how to kill them
seriously.. play it and you'll find how weak they truly are when facing more than 1 enemy
or how OP 40% dizzy, freeze, stun, knockdown resistance truly is..
Wi3ld
08-15-2014, 10:15 AM
Wait, wait, wait. Hold the fuck up.
Why DON'T you need to cast damaging powers as a Conjurer?
How am I to protect myself from a Barbarian?
Well, hopefully your team mates can help you there. We're supposed to protect our Conjurers, right?
I would also like to see Beetle Swarms pissy little damage removed so Conjurers can cast that through Mind Blank, giving you more time to seek help.
How am I to protect myself from Confuse?
Knights have this spell called Protect Ally, it's really good. With the increased number of Knights this should not be difficult at all. Conjurers can also dispel it. With the animation on your head it's not hard to spot either.
How am I suppose to grind off Necrostacy?
What's wrong with SM and and summons? SM are just normal attacks amplified with elemental damage, not actual damaging spells like mana burn, which is a shitty spell on mobs anyway.
How am I suppose to grind?
Please see point about Necrostacy. You also have the benefit of supporting others while they grind, and killing your own mobs at the same time too.
Slartibartfast
08-15-2014, 10:18 AM
I would also like to see Beetle Swarms pissy little damage removed so Conjurers can cast that through Mind Blank
And to make another spell which can't be cast on DI-ed enemy, or when confused.
Wi3ld
08-15-2014, 10:24 AM
seriously.. play it and you'll find how weak they truly are when facing more than 1 enemy
or how OP 40% dizzy, freeze, stun, knockdown resistance truly is..
People have - https://www.youtube.com/watch?v=3uArrmTtZeE - and he did pretty well considering this was just a test.
It proves you don't need to play warju long to destroy shit. I'm sorry, but that class really needed fixing.
Tamui
08-15-2014, 10:34 AM
Well, hopefully your team mates can help you there. We're supposed to protect our Conjurers, right?
I would also like to see Beetle Swarms pissy little damage removed so Conjurers can cast that through Mind Blank, giving you more time to seek help.
And to make another spell which can't be cast on DI-ed enemy, or when confused.
"Hopefully" is the key term here. So what? Everyone if suppose to help each other, but you know how it really goes when hell breaks loose. A fucking DI-ed Barbarian with UM is very stoppable.
Knights have this spell called Protect Ally, it's really good. With the increased number of Knights this should not be difficult at all. Conjurers can also dispel it. With the animation on your head it's not hard to spot either.
I'm not a dumbfuck mate. We also have Divine Intervention. Yeah. It doesn't matter. We all need something to hold on our own despite the spell. But being in Mind Blank and hit with Confuse, you're pretty much fucked. Knights on Defensive Stance have the same malus. Except they can turn it off even under Confuse if I recall correctly and besides that, Defensive Stance bonus are actually worth it. Not some chanced spell.
What's wrong with SM and and summons? SM are just normal attacks amplified with elemental damage, not actual damaging spells like mana burn, which is a shitty spell on mobs anyway.
Nothing wrong with SM, if you have the gear for it. Summons are also good but overrated. They can be dispatched easily with three hits or one spell.
Mana Burn is the only DoT we have which is viable.
Splinter Wall. Not a chance. Piercing Damage is reduced to nill by the armour.
Sultar's Devouring Mass is a good spell. I like it. But high on the Mental tree, high mana cost and high cooldown. It can also be easily tanked due to its damaging nature; Slashing, Piercing and Blunt.
Please see point about Necrostacy. You also have the benefit of supporting others while they grind, and killing your own mobs at the same time too.
Because the server is sooo full. To grind off Necrostacy with your Warmaster Conjurer. Let me go to Raeraia to reset, go to Stonehenge, grind off three mobs, go back to Raeraia to go back to support and go back again into the Warzone. Only Conjurer has that problem. Why should we? Knights and Hunters are also a supporting class, you don't see them skilling to grind off necrostacy.
and I really get the feeling all of these warju cries are just coming from the fact that they dont know how to kill them
seriously.. play it and you'll find how weak they truly are when facing more than 1 enemy
or how OP 40% dizzy, freeze, stun, knockdown resistance truly is..
And this.
Wi3ld
08-15-2014, 10:48 AM
"Hopefully" is the key term here. So what? Everyone if suppose to help each other, but you know how it really goes when hell breaks loose. A fucking DI-ed Barbarian with UM is very stoppable.
I'm not a dumbfuck mate. We also have Divine Intervention. Yeah. It doesn't matter. We all need something to hold on our own despite the spell. But being in Mind Blank and hit with Confuse, you're pretty much fucked. Knights on Defensive Stance have the same malus. Except they can turn it off even under Confuse if I recall correctly and besides that, Defensive Stance bonus are actually worth it. Not some chanced spell.
Nothing wrong with SM, if you have the gear for it. Summons are also good but overrated. They can be dispatched easily with three hits or one spell.
Mana Burn is the only DoT we have which is viable.
Splinter Wall. Not a chance. Piercing Damage is reduced to nill by the armour.
Sultar's Devouring Mass is a good spell. I like it. But high on the Mental tree, high mana cost and high cooldown. It can also be easily tanked due to its damaging nature; Slashing, Piercing and Blunt.
Because the server is sooo full. To grind off Necrostacy with your Warmaster Conjurer. Let me go to Raeraia to reset, go to Stonehenge, grind off three mobs, go back to Raeraia to go back to support and go back again into the Warzone. Only Conjurer has that problem. Why should we? Knights and Hunters are also a supporting class, you don't see them skilling to grind off necrostacy.
And this.
For someone with "RETIRED" in their signature, you seem really upset.
Tamui
08-15-2014, 10:56 AM
For someone with "RETIRED" in their signature, you seem really upset.
Doesn't mean I don't want to return. I'm not really upset either. I haven't used caps yet, so that it's a start. :p
Besides when you like a class, don't you try to defend it?
Adrian
08-15-2014, 11:01 AM
Besides when you like a class, don't you try to defend it?
That's to be done in-game. Here either you defend the whole set of subclasses as a team or nothing. Opinions that only take a point of view of only one class are not useful. The only valid individual point of view is enjoyment of playing, but always related to group play.
That's why most people get frustrated with changes: because they see it from an individual point of view. This game is about wars and allies.
PS: And that "RETIRED" thing in the signature... c'mon...
Tamui
08-15-2014, 11:39 AM
That's to be done in-game. Here either you defend the whole set of subclasses as a team or nothing. Opinions that only take a point of view of only one class are not useful. The only valid individual point of view is enjoyment of playing, but always related to group play.
That's why most people get frustrated with changes: because they see it from an individual point of view. This game is about wars and allies.
I've given points to both perspectives.
It is quite impossible to avoid PvPs. I know, I know, RvR is the main thing, which is true, because those are the most memorable experiences, et cetera, et cetera.
In the PvP element; we Conjurers taken a big hit. Mental and Sorcery trees don't mix so well now. We have Staff Mastery, which is good, again, if you have the gear for it. But well it is the lesser part of the game. So I'll stop.
In the RvR element; We've taken a huge upgrade.
Heal Ally is upgraded
Regenerate Ally is upgraded
Mass Resurrection, hello?!
We're basically great Heal bots.
In all honesty, I'm not going to consider Mind Blank from a personal point of view. Same bonuses with a huge malus which is also repeated in Steel Skin? I'm better off spending my points somewhere else.
Note that the only CCs Conjurers have are shared with Warlocks. Conjurers don't have stun. Conjurers cannot freeze anymore either.
From a fort war point of view again.
Do you see any summons used in fort wars? How can I support my allies if I can even control my summon? If it can't even stay alive for more than two hits? That's a whole tree right there ignored, if not to hunt or grind.
PS: And that "RETIRED" thing in the signature... c'mon...
So it means I cannot give my input based on my experience of playing?
Despite I'm not playing often, I'm still keeping up to date.
Wi3ld
08-15-2014, 11:42 AM
Besides when you like a class, don't you try to defend it?
On the contrary. I've created a thread regarding nerfing dual wielding on barbs. I play a dual wielding barb. If balance is an issue, I don't mind fixing it, even if it's on the class I play primarily.
But have you ever fought a Warju? It's like a mage with cheat codes.
wind_spirit
08-15-2014, 11:46 AM
hi,
for me :
DI must be nerf, and maybe DI and UM impossible in the same time.
bur for non damaging powers during MB or Stell Skin : they can have only ivy and beetle, but only level1...
if in their setup, they have beetle and ivy more than one, they can cast it.
as, conju can help a little bit and protect themselves, but keep their own work : conjurer.
bye
Tamui
08-15-2014, 11:48 AM
On the contrary. I've created a thread regarding nerfing dual wielding on barbs. I play a dual wielding barb. If balance is an issue, I don't mind fixing it, even if it's on the class I play primarily.
But have you ever fought a Warju? It's like a mage with cheat codes.
Alright. Next time I'll be more clear.
My point from my long posts is this.
Mind Blank
40% Chance to resist CC spells for 60s.
A chanced spell is not that great. Everyone knows it.
"BUT DUDE CONJURERS RESIST LIKE ALL THE TIME"
I would say the same for Son of the Wind. And they're suppose to. But from a Marksman point of view, an archer point of view; it fails a lot.
Mind Blank was okay. Not good. Not bad. Medicore spell which is receiving a malus.
I'd rather see DI nerfed correctly, than Mind Blank receiving a malus.
And yes, I have fought Warjus. With my Conjurer and my Marksman. And I've won as well. And no I do not own Rings and Amulets and whoever fought me, I don't stay at 50m a lot.
Adrian
08-15-2014, 12:15 PM
bur for non damaging powers during MB or Stell Skin
Steel Skin not allowing damaging powers to be casted is an error. We intended to remove that in the last update and clearly forgot about doing it :tonguey:
Raindance
08-15-2014, 12:18 PM
That's why most people get frustrated with changes: because they see it from an individual point of view. This game is about wars and allies.
I think this statement is the best thing anyone's ever said in a long time. Golden.
This statement, along with the changes on amun, enables every class to have its own role in RvR contexts rather than allowing every class to be OP killing machines. People on Haven need to learn to play with each other instead of ragequitting.
Wi3ld
08-15-2014, 12:25 PM
Tamui, something tells me after the update you'll still be able to play Warju. Did you see this video of a warju on Amun smashing Scooby?
https://www.youtube.com/watch?v=pWZ0rP7Iu8U&feature=youtu.be
She also destroyed me several times. I beat her on barb when I resisted twice. That was it. Even after the "nerfing" it's such a stupid and broken class.
Tamui
08-15-2014, 12:54 PM
Tamui, something tells me after the update you'll still be able to play Warju. Did you see this video of a warju on Amun smashing Scooby?
I never said I will not be able to play Warju.
Marksman drains mana quite fast. Hawk's Gaze alone takes around 33% of your mana. That's a lot if you're facing any type of mage. :/
I see Mind Blank and casting offensive spells though.
Even after the "nerfing" it's such a stupid and broken class.
I would say the same about Barbarian.
Wi3ld
08-15-2014, 12:56 PM
I would say the same about Barbarian.
Touché. I think we will leave this here with me just slightly winning the entire discussion. Good day to you, Sir.
Tamui
08-15-2014, 01:06 PM
Touché. I think we will leave this here with me just slightly winning the entire discussion. Good day to you, Sir.
Claiming victory are ye?
I like you.
Good day to you as well. :hat:
clavinfay2010
08-15-2014, 01:31 PM
For the conj with MB can not cast damage spell, I think Ngd is going at wrong direction. Right now i'm grinding a new conj, Mb comes in really handy, cuz otherwise u can't defend uself with hunters starting the attack with confuse 3+, (I have a hunter, iknow they like to pick the easy fights) with the current MB on, at least i know i have slim chance of resistsing some ccs. I imagine this is a lot worse in Ra for conj to grind in WZ.
As RvR support conj really need those 1,2 points mental spell to work under situation like hunter unmounting , rushing barb, even saving a ally, that means u put urself in harms way, old MB do have some chance to resist a imminent distracing shot roar or ambush etc.
I think the right way to this spell is shorten the duration or increase the CD, at the same time increase the resist chance, so the spell itself is not too OP, ppl do have to use it wisely, make it less spammable.
_Enio_
08-15-2014, 01:56 PM
On the Mindblank discussion.
What i dont like the most on this spell is
the chance on it
no feedback for the attacker if the spell effect gets resisted for many effects.
From Groupfight PoV where DI is aviable (we ll see how the new duration/cd works out) Mindblank is merely a bonus (unreliable but overall giving an edge) vs those spells not blocked by DI (Kick/some Freezes/some Stuns/some Dizzy) for situations where one tries to disable the conj for a bit to get a kill in.
The suggestion i read some posts ahead - making Mindblank a more reactional but more reliable spell (shorter duration/shorter cooldown/higher chance) - could work out great. Like an UM for conjs. If that is too strong consider adding aslow effect / cast speed malus / whatever.
As someone pointed out, chance spells often give frustration to both sides involved. One side always remembers it working, the other side always remembers it failing, both are unhappy.
Aries202
08-15-2014, 05:17 PM
As someone pointed out, chance spells often give frustration to both sides involved. One side always remembers it working, the other side always remembers it failing, both are unhappy.
That's one thing I hate about this game, luck is a huge factor in fights.
I think if NGD scraped resists/evades/block all together and just added absolute short term spells for those purposes it'll fix a lot of the frustration in fights, you at least know when someone is designated to resist/evade/block. Each spell can be put to last accordingly and it will actually force the player to use these spell at the right time. You could turn a lot of useless spells into these buffs also so each class has enough and a balanced amount of buffs for survivability just in case.
I feel like as much balance updates NGD does, it still will remain the main issue, luck is a huge factor in pvp/rvr. How many times have an enemy survived with one hit just because he evaded the last one with him doing nothing but running inside the fort? Or have a player resist 3/5 of your skills you throw at him/her while they stand there shooting you with normals?
I understand NGD added this luck system so players can survive chains, but with self casted spells for these purposes for a short term can really change the way fights end or progress in forts/pvp.
Kimahri_Ronso
08-15-2014, 05:22 PM
Leave Mind Blank alone please.
One of the spells that hasn't been touched at all (until now), why do you consider it as a spell that needs to be changed/nerfed? For its 40% of chance to avoid being dizzy'd + stuned + Frozen + knocked?
Oh c'mon ... Bullshit.
Conjus need it to stand a chance in wars against any class that may attack them, it is not OP at all. Also, as many have pointed it out it is needed for grinding and against gankers.
That's why most people get frustrated with changes: because they see it from an individual point of view. This game is about wars and allies.
We play the game as individuals. To be able to be effective in WZ, to be able to help allies and to be able to take part in wars, we need to reach a level, to reach that level we need to grind by killing mobs. To do so, we need usable spells.
If you restrict Mind Blank the way you're planning to, we (conjus) will have even a harder way ahead of us to get to that level IMHO...
Please think it over again. Try not to look at the game only from the RVR / RA server point of view. Of course if you would raise the XP gain from wars it'd be a different story :D
If you wanna nerf warjus, don't raise SM's damage to +45 / magnification. Simple as that ^^
No feedback for the attacker if Mind Blank's effect gets resisted for many effects.
As someone pointed out, chance spells often give frustration to both sides involved. One side always remembers it working, the other side always remembers it failing, both are unhappy.
Agree with this ^^
It goes for all spells in general such as Mind Blank, Burst of the wind, meteor /silence through Mind Blank, CC's VS UM, same VS defensive support etc..
Frosk
08-15-2014, 05:23 PM
Hi everyone!
Today at 6pm GMT (in approximately 40 minutes) we'll be performing RvR tests in Amun.
You're all invited to participate :hat:
Besides, you'll find the following changes:
- Fixed: Steel Skin doesn't have the "cannot cast damage powers" modifier anymore.
- Modified: Mind Blank now has visual effect.
- Fixed: Several escaping spots at Imperia Castle.
- Fixed: Relics should not get stuck in the floor anymore.
- Fixed: Levels 4 and 5 in Stalker Surroundings were incorrect, and it was granting 300 secs of duration at level 1.
Best Regards!
Tamui
08-15-2014, 05:43 PM
...
Is it possible to give Unstoppable Madness a better visual? And Divine Intervention for that matter.
Tamui, something tells me after the update you'll still be able to play Warju. Did you see this video of a warju on Amun smashing Scooby?
https://www.youtube.com/watch?v=pWZ0rP7Iu8U&feature=youtu.be
She also destroyed me several times. I beat her on barb when I resisted twice. That was it. Even after the "nerfing" it's such a stupid and broken class.
I see him standing in one place doing pretty much nothing to win the fight. Either he wasn't trying to win, or he was letting her win. Also, paddy is hardly a noob warjur XD
Pery3000
08-15-2014, 07:31 PM
Nice RvR test. My char is stuck on amun after it ended tho. So cant log Haven. :P
schachteana
08-15-2014, 07:43 PM
mine, too
--
encountered a situation in which my sanctuary animation wasn't shown, which never happens to the caster on the life server. I can't give any detailed information though
Hollow-Ichigo
08-15-2014, 07:55 PM
I see him standing in one place doing pretty much nothing to win the fight. Either he wasn't trying to win, or he was letting her win. Also, paddy is hardly a noob warjur XD
Idk what class you play but a marks without mana can't do anything
Valour
08-15-2014, 07:58 PM
I liked the test, it seemed to work pretty well.
People were complaining that barb damage is way too high, though. I can appreciate the higher conjurer heal for that reason.
The new mind blank still seems pretty reasonable, activatable with 120 cd so that you can't recast fast (but if it's already pre-casted it is easy to bring it back up again after deactivate for ivy/beetle etc). But I can't find the points for it with the new mental system (atm).
pauluzz
08-15-2014, 08:05 PM
I really enjoyed the RvR test on Amun. I played Barb and Conju, there is a lot to get used to but over all it was great fun!
I certainly didn't miss the freeze areas, but we got barb areas in return. When there are no knights with auras around, 4 or 5 barbs can easily decimate a big group of enemies with their areas. These might have to be toned down a little in the future.
Playing barb was nice, the defense nerf was noticable (mainly by enemy barbs who hit very high on me) although I think we'll have to get used to that. High damage comes with a price. I also love to see people use Rippost and all kind of spells which were useless before. This creates diversity in setups, which is nice.
Conju gameplay was real good. The new heals are awesome and very understandable now that shieldwall was toned down. Also timemaster is actually a very fun spell to have. Mindblank is something I really have to get used to, I find the cooldown still a bit high for an activable spell. I hoped it would be a bit more like defensive stance. A lot of conjurers rely partly on energy borrow to keep their mana up and this is also not possible to cast with mindblank on. I personally prefered the steel skin version or the -80% damage on mindblank version of this. But that's just my opinion.
And I hope you didn't forget to look at the accesability of the castle peninsulas now that there are save guards there. Last time I checked their range seemed a bit too high to pass safely with a big zerg, especially at Imperia.
Other than that big +1.
-Aniara-
08-15-2014, 08:46 PM
I tried lock and sm set conju ;o)
Lock
Frozen storm; will be used in other ways now. It no longer works for splitting a zerg in two, wich is sad couse was one way a lesser force could inflict some dmg on a bigger gang. In rvr ppl toss aoe all the time, the stun got broken instantly at the test war. It will work fine in smaller scale fights though.
MP; less efficent ofc but as it was a big war I wasent as targeted as i tend to get back in haven.
Sultar; I sure will miss the projection (1) and the 0 range :( The need of gettin closer to cast means higher risk to get dizzy. Again in huge fights with lots of locks this is not a problem. The fact that what staff you use is gettin to only a matter of cs sux though ;/
SM set warju
bypasses most problems with new MB, ppl will need to learn to handle this reborn nemesis... Gear dependent ofc but was great fun :) I still think its hard to take away the low lvl mentals that full support conju used to have like ivy (1), beetle (1), and such. I doubt I will even bother with it if i have to toggle MB on/off. Makin conju less fun overall.
I like the randomness of resists and evades, it brings suprises and you must learn to have a plan B and C and D and..... ;)
Overall i think the update is very promising! Keep up the good work!
/A
PS Thanks everyone for the fun test fight <3
_Enio_
08-15-2014, 08:49 PM
Is it possible to give Unstoppable Madness a better visual? And Divine Intervention for that matter.
This i second - imho every buff should be checked if visual feedback is visible enough and if it stays visible for the whole duration!
I.e. and esp. DI (animation fades before buff ends), UM (hard to spot on Distance and hidden by name when selected), MB ( now fixed?), ArcDev ( anim fades too soon), retaliation ( same), tfb ( same), confuse ( hard to spot ), dizzy ( no animation at all, wtf ), slow effect ( no animation), ..
Wi3ld
08-15-2014, 10:01 PM
Is it possible to give Unstoppable Madness a better visual? And Divine Intervention for that matter.
Absolutely. Divine Intervention could definitely use a more permanent visual. I see a blue light at the beginning, but the entire duration is invisible so you end up wasting precious time trying to stun a barb running at you when you actually can't.
Hollow-Ichigo
08-15-2014, 10:09 PM
Absolutely. Divine Intervention could definitely use a more permanent visual. I see a blue light at the beginning, but the entire duration is invisible so you end up wasting precious time trying to stun a barb running at you when you actually can't.
Also makes no sense that a warrior with high damage can catch a scouting class lol. (Bring back old wild spirit :3)
Hayir
08-15-2014, 10:09 PM
This i second - imho every buff should be checked if visual feedback is visible enough and if it stays visible for the whole duration!
I.e. and esp. DI (animation fades before buff ends), UM (hard to spot on Distance and hidden by name when selected), MB ( now fixed?), ArcDev ( anim fades too soon), retaliation ( same), tfb ( same), confuse ( hard to spot ), dizzy ( no animation at all, wtf ), slow effect ( no animation), ..
You are right with all of those. Would like to add SW/SS need an obvious animation after the casting animation, PB too easy to hide (http://www.championsofregnum.com/forum/showthread.php?t=96325).
Idk if many people are effected by this one or just me, but if a conju casts sanctury inside a fort and uses door i don't see the sanctury animation at all, same for MoD. Also MoD animation gets stuck way too often for me.
On Linux SotW animation is stuck in ground, which makes it really hard to see on some terrains, especially PB/PB2 and Efe.
SotW animation is stuck in ground (http://www.championsofregnum.com/forum/showthread.php?t=101943)
Since Ethereal Mantle is still TBD i'd like to revive this suggestion. http://www.championsofregnum.com/forum/showthread.php?t=101128
Idk what class you play but a marks without mana can't do anything
Archers aren't meant to go toe-to-toe with other classes. He wasn't kiting, he wasn't moving in and out of range, he wasn't trying to chain his spells. I did see the resisted Winter Stroke in the first clip, but he did nothing to follow up after that. She didn't even keep him under a chain the entire time. If an archer stays in one spot, he shouldn't hope to win a fight against a mage or warrior.
Wi3ld
08-15-2014, 11:46 PM
Archers aren't meant to go toe-to-toe with other classes. He wasn't kiting, he wasn't moving in and out of range, he wasn't trying to chain his spells. I did see the resisted Winter Stroke in the first clip, but he did nothing to follow up after that. She didn't even keep him under a chain the entire time. If an archer stays in one spot, he shouldn't hope to win a fight against a mage or warrior.
I fought that same warju. After she drains your mana in seconds you rely on normals, then she'll beetle you, so there's another few seconds where you can't cast powers (because no mana) or shoot normal attacks. She'll then knock you down with will domain, tank you for a while then beetle you again. Trying to break that barrier with force armour and karma mirror is hard when you have no mana for recharged arrows, then you get distracted with 4 zombies and a Lich on your ass while the conjurer is pounding you with arcane missile. Him moving around would have made no difference, so I don't really see your point.
I fought that same warju. After she drains your mana in seconds you rely on normals, then she'll beetle you, so there's another few seconds where you can't cast powers (because no mana) or shoot normal attacks. She'll then knock you down with will domain, tank you for a while then beetle you again. Trying to break that barrier with force armour and karma mirror is hard when you have no mana for recharged arrows, then you get distracted with 4 zombies and a Lich on your ass while the conjurer is pounding you with arcane missile. Him moving around would have made no difference, so I don't really see your point.
You can burst of wind her before she's in range for ivy or any other spells. Moving in and out of range or kiting would have made sure she wasn't able to use the majority of her CC's. I'm assuming this was before the warjur nerf, since she's still casting with mind blank up, so you could treat it like any warjur fight. An archer can't expect to fight close combat against a warrior or mage, even if you start with the upper hand.
Even when he had mana, he wasn't using it on anything useful. I saw him using fire rain a couple times as well, and that's not worth it. The second time I don't think he even hit the lich next to her.
Hollow-Ichigo
08-16-2014, 03:44 AM
Archers aren't meant to go toe-to-toe with other classes.
Totez. Why do we even have defensive spells. Lets get rid of that crap. No need for it when we should just be kiting the other classes the entire fight, right?
He wasn't kiting
Except I was quite obviously kiting, considering the first 2 fights I killed her summon before I engaged, and the 3rd fight I broke her barrier.
he wasn't moving in and out of range
Tell me how you move in and out of range of another range class when you are fighting ~20m. Why are you applying range vs melee tactics to a range vs range fight? Or are you implying I should have stayed at 30+m and just kited the whole time. Yea, that is tons of fun and makes for such a great fight.,
he wasn't trying to chain his spells. I did see the resisted Winter Stroke in the first clip, but he did nothing to follow up after that.
I honestly don't think you even actually took the time to watch the fights. It is like you watched a few seconds, then skipped through, watching a few seconds here and there. You realize this isn't a porn video, right? I followed up the failed WS, with a failed Ambush and got will domained for it.
She didn't even keep him under a chain the entire time.
Why would she when I had 400mana with mana burn still on me. Maybe I should have cast that trusty BoW 5 that costs 250 mana for a 6 second dizzy.
If an archer stays in one spot, he shouldn't hope to win a fight against a mage or warrior.
But a mage should be able to stay in one spot and win. Double standard much?
You can burst of wind her before she's in range for ivy or any other spells. Moving in and out of range or kiting would have made sure she wasn't able to use the majority of her CC's. I'm assuming this was before the warjur nerf, since she's still casting with mind blank up, so you could treat it like any warjur fight. An archer can't expect to fight close combat against a warrior or mage, even if you start with the upper hand.
Already addressed almost all of this up there. No need to keep going.
Even when he had mana, he wasn't using it on anything useful. I saw him using fire rain a couple times as well, and that's not worth it.
Because an area that one shots her summons, as well as does 700+ damage on her isn't worth it. Probably should have used that 400 mana on something else, like BoW 5 (250 mana) and arcana strike. That would have taken the same amount of mana and had the same effec...oh wait.
The second time I don't think he even hit the lich next to her.
Sorry for trying new tactics. Guess I should just play like every other marks and kite the entire time.
This is why people who don't play marks shouldn't be allowed to make any comments on the class.
"OMG Y DIDNT U KITE DA ENTIRE TIME"
*Marks Kites*
"OMG NGD HOW IZ DIS FARE??? MARKS JUS KITE N NVR HAF 2 GO N DANGER NERF NOW OR I QUIT OMG"
Cuchulainn
08-16-2014, 09:34 AM
Also makes no sense that a warrior with high damage can catch a scouting class lol. (Bring back old wild spirit :3)
IMHO hunters have enough ways to escape from a DI-less barbarian. I think on hunter spells like Confuse, Grounding Arrow, Hinder, Caltrops Arrow, Distracting Shot. If you want old wild spirit back, NGD should nerf some of these spells in return.
Also makes no sense that a warrior with high damage can catch a scouting class lol. (Bring back old wild spirit :3)
Also a class with range make no sense to run faster .... range and slow spell cast from range are combated by speed .
Ichi: I'm not going to continue debating the video, since I won't be playing after the update anyway. It's obvious that wield and you are the ones with an agenda, since you're presenting this bullshit video as evidence that warjurs are still OP. Why don't you make a new video after the conju nerfs to better try to convince the community of your point? Also wield, that video was only showing him playing a different setup, not that he was new to conju or inexperienced. I've played a little bit of both, no double standards here. Under the current model, you shouldn't expect to be able to stay within a duel banners range and kill a warrior or mage. You wouldn't stand still when a barb rushes you, so why would you stay at 10 meters and let a mage unload spells on you?
On topic:
I agree with scias. Everything in this update should be considered temporary until underlying problems are fixed. By nerfing CC's and conjuror's ability to use damaging powers with mind blank, you're making them much too vulnerable, especially in certain circumstances. Shared trees should be removed. Separate each class from the subclasses.
Hollow-Ichigo
08-16-2014, 11:26 AM
Ichi: What I'm saying is that it wasn't a good example of what will happen after the update. Look at the range you started at. Once she ran up to you, you didn't attempt to move out of the range of her CC's. BoW would have prevented her from casting ivy on you, and you would have regenerated that mana just from running. Once the update happens, I doubt every marksman is going to stay within duel banner range when they fight. This was not a good example.
That's not me, just told him my pass so he could reply to you luel. But I agree with him anyway
That's not me, just told him my pass so he could reply to you luel. But I agree with him anyway
Sorry, a storm knocked my internet down when i was editing.
... since I won't be playing after the update anyway. ...
I wonder why people who are leaving or left the game continue to post here.
Of course, this update will not fix all issues, but imho it does exactly what players are asking since years: shorter CC effects, reduced randomness, improved gameplay dynamics, RvR-oriented balance.
+1 from me NGD.
Loque
08-17-2014, 04:49 AM
Maybe Fulminating could use an attack speed malus, so barbs don't make a habit (as they already have) of just spamming it for every other hit they can think of, together with filling in their gear for max fulmi hits under Thirst for Blood and make them use it in dire needs when they would actually need the sudden damage boost. This could possibly also bring 2H weapons into the game, somewhat atleast. Same could be achieved with giving it a cast time I guess, but then that would make the gameplay slow and with how the new update is shaping up, pace is fun.
Kimahri_Ronso
08-17-2014, 09:26 AM
Why is amun down? Will we be able to enter again before the update goes live?
I'd like to test some more setup for sure :D
Kyrenis
08-17-2014, 06:37 PM
Why is amun down? Will we be able to enter again before the update goes live?
I'd like to test some more setup for sure :D
+1 10charz
Hollow-Ichigo
08-18-2014, 03:01 PM
+1 10charz
Yes pls need Amun up
Loque
08-18-2014, 05:26 PM
Amun is online now.
Hayir
08-18-2014, 06:46 PM
I like the new mind blank animation, should give UM the same one in red.
There is bug i noticed with Sanctuary animation. Steps to reproduce:
- activate Mind Blank
- cast Sanctuary
What happens is Sanctuary is casted, all spells are dispelled, but no Sanctuary animation is shown.
This happens only with mind Blank active. If no MB active Sanctuary is casted fine.
------------------
Skit's idea for Madness is really nice. :D
I noticed a pretty bad thing about Mind Blank no damage powers effect. It stops spells like Mana Borrow. This spell is used alot and helps mana balance of mages.
As i see MB 120 seconds is too much. 30 - 40s cooldown is pretty reasonable.
Loque
08-18-2014, 07:43 PM
I noticed a pretty bad thing about Mind Blank no damage powers effect. It stops spells like Mana Borrow. This spell is used alot and helps mana balance of mages.
As i see MB 120 seconds is too much. 30 - 40s cooldown is pretty reasonable.
I disagree with this, I think 120 is right for a spell that can be on 24/7 if you don't turn it off. I like the animation as well and for borrow I would use sacrifice when on MB and if I actually need borrow, not just spam it, then I would deactivate MB and use it. This is actually a nicer version of MB imho, as it will make you think and compartmentalize what your actions will be depending on the situation unlike before where everything was possible with everything.
I like this Mind Blank and I would play conjurer eagerly.
Loque
08-18-2014, 07:53 PM
There is bug i noticed with Sanctuary animation. Steps to reproduce:
- activate Mind Blank
- cast Sanctuary
What happens is Sanctuary is casted, all spells are dispelled, but no Sanctuary animation is shown.
This happens only with mind Blank active. If no MB active Sanctuary is casted fine.
------------------
Skit's idea for Madness is really nice. :D
+1. This visual bug needs to be fixed.
Hayir
08-18-2014, 08:02 PM
I disagree with this, I think 120 is right for a spell that can be on 24/7 if you don't turn it off. I like the animation as well and for borrow I would use sacrifice when on MB and if I actually need borrow, not just spam it, then I would deactivate MB and use it. This is actually a nicer version of MB imho, as it will make you think and compartmentalize what your actions will be depending on the situation unlike before where everything was possible with everything.
I like this Mind Blank and I would play conjurer eagerly.
I don't really think this is a nicer version, the current MB is already perma 60/60. But now you always have a long cd on it whenever you want to cast ivy, beetle swarm, energy borrow. Imo this is a big nerf for MB in every way.
I get your point with it being more tactical, but for that the cd is just way too long imo. Since situations where you have to disable it, which isn't just energy borrow are way to frequent.
I don't even want to imagine Def stance having 120 sec cd.
120 is too much if you need to turn it off to cast beetle, ivy, borrow, mana burn. True you can cast Steel Skin deactivate do all this and activate, but this will negate the income you can get from borrow for example. You will bush tons of mana to do this - our mana is already short.
I like the "activable" attribute on Mind Blank, but for me cooldown need to be relaxed, so more active gameplay is provoked. Now to do something offensive you need to sacrifice alot. Whole activation / deactivation process is too slow too.
I do not want god mode spells, but giving more freedom makes thing more interesting. :)
I will use MB again and adapt to changes, but to give more chance without need to put too drastic defense you need to relax cooldown a little.
As i see it now if barb rushes me MB is gone. Next i will stay 120s without MB which in a fort war will be unpleasant. Will not be a problem if i stay at back in general, but this will make "front lines conju" life alot harder.
Loque
08-18-2014, 08:07 PM
I don't really think this is a nicer version, the current MB is already perma 60/60. But now you always have a long cd on it whenever you want to cast ivy, beetle swarm, energy borrow. Imo this is a big nerf for MB in every way.
I get your point with it being more tactical, but for that the cd is just way too long imo. Since situations where you have to disable it, which isn't just energy borrow are way to frequent.
I don't even want to imagine Def stance having 120 sec cd.
Look it in this way, they don't want you to stack mind blank with steel skin. So from a war point of view, when you go on defensive, healing your allies, you go on mind blank. Then your allies are fine, you want bit of action, use steel skin and go on the offensive while at the same time STILL supporting your allies. I don't know if you see it the way I do, but conju is being give diverse roles here while still playing conjurer and not go all warju.
Hayir
08-18-2014, 08:09 PM
Look it in this way, they don't want you to stack mind blank with steel skin. So from a war point of view, when you go on defensive, healing your allies, you go on mind blank. Then your allies are fine, you want bit of action, use steel skin and go on the offensive while at the same time STILL supporting your allies. I don't know if you see it the way I do, but conju is being give diverse roles here while still playing conjurer and not go all warju.
Well if that's what they want then they could simply add the same mechanic as they did with Escapist + SotW would be way more elegant for that imo.
As i see conju is - use buffs when needed.
Steel Skin is emergency spell before you hit the sanctuary panic button. Casting this two is big waste of mana and if you do it you risk alot. If you use them other ways you have something in mind and this is not their daily usage.
I see Mind Blank "activable" as a fun and challenge effect. It is true if i see barb i can deactivate throw something and activate, but this will make it for 1 barb. In a fort war you can have several barb encounters. I see activate / deactivate times slow and as a problem here too - as i tested it you have like 5 - 10s before you can activate again. You do not have this time when you meet barb.
Conju is very dynamic and making it diferentiate healing / offensive spells can hurt gamplay in forts and maybe will screw things most in open wars.
Hayir
08-18-2014, 08:22 PM
as i tested it you have like 5 - 10s before you can activate again.
Not sure if this is actually intended, always been like that for DS though.
Loque
08-18-2014, 08:22 PM
As i see conju is - use buffs when needed.
Steel Skin is emergency spell before you hit the sanctuary panic button. Casting this two is big waste of mana and if you do it you risk alot. If you use them other ways you have something in mind and this is not their daily usage.
I see Mind Blank "activable" as a fun and challenge effect. It is true if i see barb i can deactivate throw something and activate, but this will make it for 1 barb. In a fort war you can have several barb encounters. I see activate / deactivate times slow and as a problem here too - as i tested it you have like 5 - 10s before you can activate again. You do not have this time when you meet barb.
In a fort war, if you get more than 1 barb, what makes you think you won't have more than 1 conju (yourself)? :p They are tuning it for RvR, teamplay, group war, yada yada., you get the point.
The difference between MB and SS is 1 min. So, you need to do the balancing act in those 60 secs without either of them and I think that is quite a challenge and fun. I have played conju without MB at all and I can say it is fun. The one problem with this as I see it, is Mindsquasher. But then that damn spell is an entire topic on itself.
Loque
08-18-2014, 08:35 PM
Furthermore, I would recommend to not judge MB with beetle and ivy. Rather, think about it as a resist spell which is always on, and assumingly the resists work, it will also cut out the dependency for DI, except for Confuse. (which is another form on Mindsquasher, figuratively speaking)
If they increase it's % resist more, it would be very nice too.
DogFish
08-19-2014, 02:53 AM
Regarding mind blank/conjurers:
1. It heavily penalizes you for casting spells (ivy/beetle) that are essential to conjurer support with a cooldown of 2 minutes. A part of what makes knights really good is their ability to easily switch between def stance, off stance, and neutral due to the short cool downs. A long time ago in maybe 1.6.3 update, I believe NGD said that we were try to move away from spells with long cooldowns, what happened to that? A much shorter cooldown would make sense.
2. This makes conjurers more vulnerable to confuse. Cast confuse on conjurer with mind blank basically equally a dizzy for up to 22 seconds. At least with previous version of mind blank, we could beetle the hunter or ivy classes rushing towards us. For those who say just get a dispel, I assume you are then okay with a 22 second beetle/dizzy since that what this would amount to on any other class.
3. Mind blank is just a random 40% resist rate. Give conjurers/mages something dynamic that we can actually effective use to counter CC, something like UM/Precise Block/Son of the Wind/Escapist that every other non mage class now has.
4. I would like to hear what NGD intention for conjurers is. If their intention is to prevent warjurers, then they completely negated that by buffing Staff Mastery. I've heard reports of 700 crits with SM. You'll still get warjurers with 40% CC resist, and steel skin and now with staff hits. It would be interesting to hear what they role they believe conjurers should fulfill.
Kimahri_Ronso
08-19-2014, 04:35 AM
Since seemingly you don't wanna leave Mind Blank alone, tell me at least why you wanna force us to click needlessly? You could do resists and evades go away when getting knocked, how about Mind Blank getting disabled when the conju casts something offensive?
It would be more comfortable and dinamic for sure... Same could be applied to knight's def stance.
-Aniara-
08-19-2014, 12:54 PM
"4. I would like to hear what NGD intention for conjurers is. If their intention is to prevent warjurers, then they completely negated that by buffing Staff Mastery. I've heard reports of 700 crits with SM. "
I think they thougt about buffin SM to compensate for ther nerf of mentals, mostly as a way to grind for conjus.
And at that we gone full circle and SM is yet again a wz-option.
PS I wanna steal a lich and pew pew! ;o)
I always thinked of mage as caster only.
Remove staff damage, add staffs more attributes and make them usable in different cases and so on. Remove offensive state for mages.
Remove or revamp SM tree. Make spell grind good and fast as it was before and do mana profiling to see where there are a problems and fix them.
--
The way to fix the Warju problem is to make conju more appealing and fun. Conju is jekyl and hide you can not kill 1 without killing another. Make the good part fun and rewarding, so people to play conjus. There will be people who play warjus for fun - i can say playing lock and warju teached me some lessons for conju too.
-Aniara-
08-19-2014, 02:03 PM
More diversity is fun. I am fully for more relevent stats on staffs, but instead they remove em (terror fixed range).
Also was the old Warju really a problem? It is op in arena fights and pvp but pretty useless for anything else.
The lack of ivy and beetle just makes full support conju less fun to play as options shrink.
At haven at least the pop is sometimes so low full support conju has nothing to support. It's understandeble if we try set for something more fun then running around with heals but no one to cast em at. (At least if Conju is the only class you got)
I am no great conju and i am sure the devoted conju players will adept and find ways to handle the new situation but i do think we will see less conjus playing.
/A
As i think now maybe "activable" Mind Blank can be fun. Point is make it easy and fast to activate and deactivate. For example:
You see lock coming to meteor range - activate MB parry meteor dizzy, deactivate and pick, silence, borrow etc.
You see barb coming - deacitvate to pick, borrow, burn and when he comes close activate to parry kick, roar etc.
This really can be fun to have control over this spell, but it needs to activate/deactivate fast and reliable. Cast needs to be instant and there needs to be no pause that i see before you can cast it again. Lower cooldown can make things more relaxed and more fun.
If you want this to work make it easy to use, so conjus put it on as a shield for CC for low periods of time, but frequently.
Someone proposed MB to deactivate when you cast offensive spell - well this can be solution to usability problem, but still cooldown problem stays. I do not know maybe 30 - 60 sec is pretty good to not make it too spammable and to think how you use it.
Kimahri_Ronso
08-19-2014, 03:34 PM
As i think now maybe "activable" Mind Blank can be fun. Point is make it easy and fast to activate and deactivate. For example:
You see lock coming to meteor range - activate MB parry meteor dizzy, deactivate and pick, silence, borrow etc.
You see barb coming - deacitvate to pick, borrow, burn and when he comes close activate to parry kick, roar etc.
This really can be fun to have control over this spell, but it needs to activate/deactivate fast and reliable. Cast needs to be instant and there needs to be no pause that i see before you can cast it again. Lower cooldown can make things more relaxed and more fun.
If you want this to work make it easy to use, so conjus put it on as a shield for CC for low periods of time, but frequently.
With 2 min of CD on Mind Blank it will be everything but fluid gameplay for conjus ^^
As I see it, they nerfed the sh*t out of mental tree (and all other CCs for every class) so they HAD TO give something in exchange for it, so they raised SM damage.
OMG, if we raise SM damage warjus will be OP with the current Mind Blank, let's nerf that too.... BS.
It's obvious, that's why they lowered the damage from +50 to +45 too. Still to high.
IMHO, if they'd raise the damage only to MAX +30 /magnification they shouldn't even have to nerf Mind Blank by making it to another "activable" spell.
If it goes live the way it is now it will surely break conju's gameplay, even a support conju needs lv 1 ivy, beetle, mind push and a higher level of energy borrow. Without being able to use Mind Blank AND the mentioned spells ^^ conjus will DIE even faster because they will be reached by barbs or CC'd to death by marks while they're trying to 'activate" and / or "deactivate' the most important spells (after Divine, Karma Mirror and Steel Skin) they got.
Loque
08-19-2014, 04:29 PM
Nobody is stopping you to ivy/beetle first, then buff Mb.. why does it have to been routine and passively lazy, why not think a bit, risk a bit. Don't get why people look at it from just one point of view.
Did some tests on MB and except knocks, the 40% resists worked 99% of the time on all other types of CCs. Pretty powerful spell to be always on if you ask me. Not sure what is wrong with knocks.
@ieti, those examples of barb and locks that you gave will be immensely OP with such a spell at the disposal with in the way you describe it, as no other classes possess such a spell.
Loque
08-19-2014, 04:52 PM
On the other hand, after trying a few things on Amun, noticed an issue that could arise with self heals. With all around damage spells getting a boost, conjurer could use sorta like a mini saviour for self heal, maybe like half the amount of life saviour or something like that. Yet to try in full blown war, but with all areas coming up on live, it could pose a concern, just a guess.
@Irsh Hm maybe i described it bad. :)
I wanted to point how i would use MB as activable spell if they fix issues i have using it now. When i tried it cast time was slow and it took maybe second to cast (activate). Deactivate was fine as speed. What bugged me most was that it needed like 5+ seconds to be possible to cast MB again.
If it is possible to instantly activate/deactivate/activate it will be perfect. Cooldown can be adjusted accordingly, but for me in a busy war we need to be possible to do more on/off cycles per minute.
I will gladly run without and activate/deactivate if needed as i posted in lock/barb scenarios. If spell deactivates on offensive cast it will be even better to use.
Kimahri_Ronso
08-19-2014, 05:30 PM
Nobody is stopping you to ivy/beetle first, then buff Mb.. why does it have to been routine and passively lazy, why not think a bit, risk a bit. Don't get why people look at it from just one point of view.
Yeah, it can work out well in your scenario, use ivy-> turn it on -> keep supporting or whatever, but what IF you had Mind Blank on and you had to disable it to stop someone and you'd need it again right after your ivy failed and cannot turn it on cuz its on CD?
The problem is with the 2 min of CD and the fact that you have to turn it off when you wanna stop someone from attacking / reaching you and turn it on again when you don't wanna get 2 hitd by a barb after she knocked you down.
Why can't conjus be allowed to do both at once? Why can't they use low level ccs such as lv 1 ivy or beetle swarm while they having Mind Blank on? Is it that OP with it's 40% of chance?
I don't think so, but NGD seemingly see it the other way....
Conjus need to use ivy /beetle in the most unexpected situations and by nerfing the current Mind Blank you will be forced to choose between trying to hold up the target by ivying her (with no Mind Blank on= "Free CC for everyone here" table above your head) and running away (with Mind Blank on but being unable to use any offensive skills) hoping she won't reach you and cc you to death just because Mind Blank was on CD? Really? lel.
That is ridiculous. In a sad way.
71175
08-19-2014, 05:57 PM
Were SM buffs REALLY that impactful tho? I mean, before SM lock's damage with *decent* gear (see: mine), could be at most ~300-350s on some barb with little elemental defense (see: Irsh). Now it should be at most 410s on same Irsh, or 450s if we remember caution nerf or 500s before SM mini-nerf (that also made it's scaling rather hilarious). Is it really that OP considering it requires an actual low-range commital in actual RvR = dead lock in proper zerg vs zerg. Conjus is another story cause of mind blank and steel skin but whatever.
As for mind blank debate: what was wrong with old mind blank except it being extremely frustrating (remembers the streak of 15(!) ccs all getting soaked up by mind blank) to warrant a change. Not to mention that since energy borrow is considered an offensive spell (aka damage dealing one, more correct statement) it kinda indeed screws over conjus.
And last one: any long cd spell that is mandatory is indirect buff to mind squasher, remember that boys.
gluffs
08-19-2014, 08:11 PM
Were SM buffs REALLY that impactful tho? I mean, before SM lock's damage with *decent* gear (see: mine), could be at most ~300-350s on some barb with little elemental defense (see: Irsh). Now it should be at most 410s on same Irsh, or 450s if we remember caution nerf or 500s before SM mini-nerf (that also made it's scaling rather hilarious). Is it really that OP considering it requires an actual low-range commital in actual RvR = dead lock in proper zerg vs zerg. Conjus is another story cause of mind blank and steel skin but whatever.
Mayby its just me but how does r30 staff with arcane projection commit you to
low range? Sure its not like the archer range but my lock has no real issues
staying in the back shooting att conjus.
I jumped for joy when i saw the buff, got a little sad with the mini nerf but im
still happy about the large buff i will get in SM dmg
71175
08-19-2014, 08:37 PM
Mayby its just me but how does r30 staff with arcane projection commit you to
low range? Sure its not like the archer range but my lock has no real issues
staying in the back shooting att conjus.
I jumped for joy when i saw the buff, got a little sad with the mini nerf but im
still happy about the large buff i will get in SM dmg
Well, medium 30 staves certainly lack on damage, it is even sadder for me, since i lose like ~70 dmg per hit compared to my 25 range stave. Also, arcane projection unless you commit even more points into tree only lasts like 15 seconds, so i certainly have a problem with that. Tbh, i still do not think buff was that big, even tho it is like 45 damage atm.
gluffs
08-19-2014, 09:05 PM
Well, medium 30 staves certainly lack on damage, it is even sadder for me, since i lose like ~70 dmg per hit compared to my 25 range stave. Also, arcane projection unless you commit even more points into tree only lasts like 15 seconds, so i certainly have a problem with that. Tbh, i still do not think buff was that big, even tho it is like 45 damage atm.
Its 20 sec at lvl 1 and 60 seconds at lvl5, and thats the thing with staff
mastery. You need to commit to it for its full potential. Complaining about
short range when you choose to use r25 and at the same time dont want to
commit the points makes your statement about low range invalid.
And its the same for staff like it is for bows, high range gives you less dmg
and low range give you higer dmg. You can allways do like the archers and
switch weapons for different situations. Use r30 when its to dangerous to be
close and get out the high dmg one when the situation allows it.
And in terms off DPS it is a pretty large buff, +45 (+60 pre nerf) total dmg
that gets boosted further by the passive +%. its allmost like slapping on a
free dragon amu.
71175
08-19-2014, 09:14 PM
Its 20 sec at lvl 1 and 60 seconds at lvl5, and thats the thing with staff
mastery. You need to commit to it for its full potential. Complaining about
short range when you choose to use r25 and at the same time dont want to
commit the points makes your statement about low range invalid.
And its the same for staff like it is for bows, high range gives you less dmg
and low range give you higer dmg. You can allways do like the archers and
switch weapons for different situations. Use r30 when its to dangerous to be
close and get out the high dmg one when the situation allows it.
And in terms off DPS it is a pretty large buff, +45 (+60 pre nerf) total dmg
that gets boosted further by the passive +%. its allmost like slapping on a
free dragon amu.
Still does not change that even tho damage buff is respectable, it's not like it makes SM warjus too powerful. They were obnoxious before, they still would be. So tbh i don't understand neither mind blank nor SM mini-nerf.
Hayir
08-19-2014, 09:20 PM
Hopefully SM won't become viable outside grinding anyway, such a boring and lame playstyle, just like max range marks.
You have a class like Warlock, with arguably the greatest spell diversity yet you just want to pewpew.
71175
08-19-2014, 09:26 PM
Hopefully SM won't become viable outside grinding anyway, such a boring and lame playstyle, just like max range marks.
You have a class like Warlock, with arguably the greatest spell diversity yet you want to just pewpew.
Well, that is the definition of diversity, right? Not to mention that it actually works better than spamming DoTs anyways.
Hayir
08-19-2014, 09:28 PM
Well, that is the definition of diversity, right? Not to mention that it actually works better than spamming DoTs anyways.
I have rather no diversity than a gear based mage style, which requires the least skill but as you said might be even more effective, so no thx.
gluffs
08-19-2014, 09:59 PM
Hopefully SM won't become viable outside grinding anyway, such a boring and lame playstyle, just like max range marks.
You have a class like Warlock, with arguably the greatest spell diversity yet you just want to pewpew.
You still have the diversity off the warlock when you go SM, you just replace
your DoT dmg that can be dispelled with a more reliable dmg source (well more
reliable imo). Ofc you might have a bit less points for all the cc but you can still
get a whole bunch off them. And when you have 19 points in to Staff mastery
you have the option to put some points in to evendims fury aswell which is a
great spell.
Latan
08-21-2014, 01:24 AM
Terror range 30? wtf? :dumbofme:
Terror range 30? wtf? :dumbofme:
They want you to be in range for a barb to catch you if you want to cast
Latan
08-21-2014, 10:22 AM
we need more staff-based spells and you remove one of the only two we have?
:facepalm3:
rossi
08-21-2014, 10:35 AM
Sultar range 0 makes you available to cast it with 34.5 of range, that means locks can knock marks before they can get a chance to cast something. So, really?.
schachteana
08-21-2014, 12:49 PM
I don't get that either
should be reversed imo
by the way, championsofregnum.com is down
Wi3ld
08-21-2014, 02:04 PM
Can someone please explain what the Power Sets are on Amun?
Thanks!
Adrian
08-21-2014, 03:10 PM
There is bug i noticed with Sanctuary animation. Steps to reproduce:
- activate Mind Blank
- cast Sanctuary
What happens is Sanctuary is casted, all spells are dispelled, but no Sanctuary animation is shown.
This happens only with mind Blank active. If no MB active Sanctuary is casted fine.
------------------
Skit's idea for Madness is really nice. :D
This has been fixed in today's update to Amun. Please confirm if it doesn't happen anymore.
Can someone please explain what the Power Sets are on Amun?
Thanks!
We will soon explain it. It's still under development.
Loque
08-21-2014, 03:16 PM
This has been fixed in today's update to Amun. Please confirm if it doesn't happen anymore.
Confirmed, it's fixed. :thumb_up:
Loque
08-21-2014, 03:21 PM
Also, by the way any expected time period for this update to go live? :p
Awrath
08-21-2014, 04:21 PM
Also, by the way any expected time period for this update to go live? :p
Hopefully after polishing it some more. Thank goodness no more pressure from GS to get it up as quick (and buggy) as possible.
Kimahri_Ronso
08-21-2014, 04:34 PM
Deafening roar has a CD of 40 sec, why does Howl have 60 sec? Howl has even lower duration on lv 5 than Deafening roar...
CD of Howl should be 50 sec at least, if not 40.
Escapist has 60 sec CD too tho its duration is only 7 sec on lv 5, CD should be lowered too to 50 or 45 sec.
PS: Sultar should get the range 0 back, also, I hope you wont do the "planned" changes to Mind Blank, it's definitely not the right step to nerf that spell IMHO, there is nothing wrong with it's current form, not even if you raise SM damage. Making it activable and adding the "cannot cast offensive spells" to it will surely break conjus gameplay and even less players will play that subclass including myself... :(
@Adrian: Sanctuary animation is fixed I second that.
If Mind Blank stays in this form maybe this things are needed:
- No staff damage possible too. Hint, Hint SM warjus. :P
- There need to be an message like - "you can not cast damage spells".
- Cast time needs to be instant, so turning on and off is more easier.
- Smaller cooldown time to provoke frequent usage.
- Mana cost lowered more. There can be no mana cost even, but mage can loose mana if this is active - like 2-4 mana per second.
- Implement deactivate of Mind Blank if offensive spell is casted to improve usability.
- If you really want to provoke people to turn it on and off maybe put time limit of usage - like 2 times cooldown. Something like Cooldown 30, max time active 60.
Make more strong activable defense spells and auras (static field, protection dome etc.). :viking:
Steel skin definately needs to return to it's old glory - 90% damage reduction.
Protection Dome needs to return it's old version.
Please return Tremor back - it was fun spell on conju disposal.
Raindance
08-21-2014, 06:15 PM
@Kimahri Ronso
I think even I can answer your silly question.
Answer: in order to prevent barbarians and archers from being invincible.
Think about Howl having a lower cooldown, barbarians don't need more frequent dizzy opportunities, and Escapist having lower cooldown will result in archers having even more fantastic pew pew (but this time evade evade) contests, as well as guaranteeing them more frequent escapes, which is what I'm sure you most obviously want.
I can't speak for NGD, but as a player, some of these most recent suggestions are really just players asking for their own subclasses to be buffed (when it's really not necessary) because biased judgement.
Kimahri_Ronso
08-21-2014, 06:18 PM
Next silly question: Why does SOTW have 50 sec CD and not 60?
@Ieti: If you wanna disable SM for conjus now that the mental is almost useless, how should conjus grind alone?
You can't be serious about that...
Raindance
08-21-2014, 06:25 PM
Now you're just being silly because that's actually a good point about SOTW cooldown.
Kimahri_Ronso
08-21-2014, 06:32 PM
It was only a poetic question, you fell for it! lol xD
Only wanted to point out that for a more dynamic gameplay it'd be cool if they'd lower the mentioned spells CD, that is all.
Most of the CCs of the archers got nerfed such as ambush and stuns too, so IMO they'd need escapist more frequently, so a lowered CD would come in handy ^^
But that's just my opinion :P
starshine
08-22-2014, 09:15 PM
Divine Intervention: Cooldown: 90 secs ; Duration: 10-25-40-55-80; Mana Cost: 75-100-125-150-175
Honestly i do agree with all changed you've been making.. But if the aim is to stop the rush from unstoppable barbs, it won't actually do anything for it..
Conjurers are the ones who have more benefits from DI as they can DI chain, dispell and keep allies alive.. With DI cooldown longer than the effect, as a conjurer you won't even be able to protect another conj from confuse or darkness or any other dizzy spell or even feint.. (ofc all classes have benefits with DI just no need to make a huge text about it, because i'm sure you all know their benefits)
I think the best option is really to make DI have the same cooldown as the same effect and find another option to stop DI- Barbs. For example the use of DI can't be used with some kind of barbs spells or any other stuff..
Loque
08-22-2014, 10:26 PM
Honestly i do agree with all changed you've been making.. But if the aim is to stop the rush from unstoppable barbs, it won't actually do anything for it..
Conjurers are the ones who have more benefits from DI as they can DI chain, dispell and keep allies alive.. With DI cooldown longer than the effect, as a conjurer you won't even be able to protect another conj from confuse or darkness or any other dizzy spell or even feint.. (ofc all classes have benefits with DI just no need to make a huge text about it, because i'm sure you all know their benefits)
I think the best option is really to make DI have the same cooldown as the same effect and find another option to stop DI- Barbs. For example the use of DI can't be used with some kind of barbs spells or any other stuff..
Looks like given a choice, you'd rather DI a barb than a conju. DI is grossly overpowered in it's current form as you can keep two allies covered at the same time. Also, this in combination with activable MB, would make it more OP.
DogFish
08-23-2014, 02:27 AM
Hey, if we're nerfing CC, can we nerf mob CC as well? Lowering player CC duration/increasing cd makes it harder for lower level players to grind and means that mobs will have more opportunities to CC players.
I would at least reduce some mob CC durations (pounce, troll's roar, aquantis thrust). Maybe also change how the mob ai uses the skills. It's annoying to get knocked so much while grinding.
Kyrenis
08-23-2014, 02:55 AM
Hey, if we're nerfing CC, can we nerf mob CC as well? Lowering player CC duration/increasing cd makes it harder for lower level players to grind and means that mobs will have more opportunities to CC players.
I would at least reduce some mob CC durations (pounce, troll's roar, aquantis thrust). Maybe also change how the mob ai uses the skills. It's annoying to get knocked so much while grinding.
Also nerf guards strike pls
Here we go again...limit some conju stuff, because others benefit from it. Then this class becomes more and more hard and dumb to play. And we get less and less conjus.
In the current state playing without DI equals rage quit after approx 30 - 60 mins for every conju. If you have not played alone conju everyone will say how he HATES when it happens.
Change DI, so it is impossible to buff 2 allies, but keep it duration = cooldown.
--
Please stop nerfing stuff and give us some love... oh right barbs are more important... get back to them...
Todavía hay tiempo de subir algún que otro tweak mínimo en caso de ser reportado y que se compruebe como fundamental o necesario.
El update está pensado para ser lanzado durante la semana que viene (luego haremos el anuncio oficial).
Saludos!
Translated - we have update on live servers next week? :huh:
_Enio_
08-23-2014, 09:46 AM
There is still time to climb the odd tweak minimum (lol) should be reported and which proves to be essential or necessary.
The update is intended to be released during next week (then will make the official announcement) week.
Greetings!
there. 10char
Balint
08-23-2014, 10:44 AM
About the changes I see them in a positive way and I see a lot of effort form both side developers and helpers. Good to see that devs are finally up to a big balance update and open to community's suggestion in the same time. A lot of problem have been adressed and solved while higher level goals like aoe improving, freeze shortenings are also appearing. I cant wait to play it on live server.
But also there is some issue that belongs to warlock and barbarian classes. In a balance update you should know what are the OP classes and the weak classes and lower the distance between them. Op class is the barbarian, he got a lot more area spells and a critical chance buff. Weak class is the warlock, now he got nerfed mind push and ivy so his defense against barbs decreased. What's the point?
Improving AoE spells perfomance.
By moving and buffing defensive support now it's becoming a common spell on knights all will use on lvl5. 65% CC resistance dosen't improve the performance of aoe CC. Only the damaging aoes will be significantly changed which are in the hands of barbarians.
Make some forgotten or unused skills interesting again.
- Useless crappy powers such as "Camouflage Corpse" and others haven't been touched yet. We're very aware that these NEED changes, but they have to be rethinked or even replaced with something better and maybe completely different.
You just can't do it step by step since there is a class (warlock) who is 100% dependent on his spells so by nerfing the overpowered 10% and leaving the useless 90% alone you won't achieve anything except making the warlock class even more trasher and harder to balance in the future. Current problem is with the old spell values like 600 dmg stalagmite which are not competitive in RvR battles. Warlock just dosen't have the dmg ability that fits in an RvR scenario. Now you're nerfing the CCs and adding more CC resistance to knights, you're removing even more opportunities from warlock, I don't think less diversity is affecting the game a good way.
pieceofmeat
08-23-2014, 09:29 PM
About the changes I see them in a positive way and I see a lot of effort form both side developers and helpers. Good to see that devs are finally up to a big balance update and open to community's suggestion in the same time. A lot of problem have been adressed and solved while higher level goals like aoe improving, freeze shortenings are also appearing. I cant wait to play it on live server.
But also there is some issue that belongs to warlock and barbarian classes. In a balance update you should know what are the OP classes and the weak classes and lower the distance between them. Op class is the barbarian, he got a lot more area spells and a critical chance buff. Weak class is the warlock, now he got nerfed mind push and ivy so his defense against barbs decreased. What's the point?
By moving and buffing defensive support now it's becoming a common spell on knights all will use on lvl5. 65% CC resistance dosen't improve the performance of aoe CC. Only the damaging aoes will be significantly changed which are in the hands of barbarians.
You just can't do it step by step since there is a class (warlock) who is 100% dependent on his spells so by nerfing the overpowered 10% and leaving the useless 90% alone you won't achieve anything except making the warlock class even more trasher and harder to balance in the future. Current problem is with the old spell values like 600 dmg stalagmite which are not competitive in RvR battles. Warlock just dosen't have the dmg ability that fits in an RvR scenario. Now you're nerfing the CCs and adding more CC resistance to knights, you're removing even more opportunities from warlock, I don't think less diversity is affecting the game a good way.
I think you miss the whole point of this update...
DI is getting nerfed! :)
Dumberest
08-24-2014, 12:24 PM
sotw and escapist need to return to the old format of being used together.inside a fort towers it favours the warriors far too much.you cast sotw the barb just waits for it to end and only makes normal hits.your dead before you even get to cast escapist.assuming the barb was a noob and you did get to cast escapist,he kicks you and the spell stops working anyways.
this is very limiting to archers.it means warriors can camp towers and archers cannot do a thing about it.its already too hard to fight them inside a tower,now its just impossible.
the durations are too low as well.UM has 10 seconds.sotw wouldnt save you anyways.archers take far more than 2-3 hits to kill a barb.its ok for archers to have longer defence spells it balances the game more.shortening them only makes it more of a warrior based game.
_Enio_
08-24-2014, 12:36 PM
sotw and escapist need to return to the old format of being used together.inside a fort towers it favours the warriors far too much.you cast sotw the barb just waits for it to end and only makes normal hits.your dead before you even get to cast escapist.assuming the barb was a noob and you did get to cast escapist,he kicks you and the spell stops working anyways.
this is very limiting to archers.it means warriors can camp towers and archers cannot do a thing about it.its already too hard to fight them inside a tower,now its just impossible.
the durations are too low as well.UM has 10 seconds.sotw wouldnt save you anyways.archers take far more than 2-3 hits to kill a barb.its ok for archers to have longer defence spells it balances the game more.shortening them only makes it more of a warrior based game.
I disagree, being literally untouchable for 8 seconds would be bad gameplay.
The current version on Amun forces a decision of either side, that is nice in my opinion. How this turns out in war i dont have much experience yet, in pvps it was quite straightforward.
Also, please, if you make allegations, substantiate them. As he kicks you and the spell stops working anyways is simply a lie - you didnt even test it or you would've noticed it does not stop working.
A barb would most likely ROAR you an wait it out. Thats a strong answer in 1v1, in war waiting out Roar though.. yeah..
Dumberest
08-24-2014, 12:49 PM
thats right i never tested escapist,i was assuming it was like its current version.i assumed it was going to act like block/escapist/sotw does now and if your knocked it stops working.but thats irrelevent anyways.i did however test them with a barb.close quarters there was no escaping them.if i cast sotw he just held off using spells and hit normals to kill me.if i cast escapist he just cast spells on me to kill me.
my whole point is,no archer in thier right mind will enter a tower now.how is that balance?
Tamui
08-24-2014, 12:50 PM
Can you make UM and DI unstackable?
my whole point is,no archer in thier right mind will enter a tower now.how is that balance?
You don't need Escapist and Son of the Wind together to enter a tower unless to escape.
Hollow-Ichigo
08-24-2014, 08:43 PM
You don't need Escapist and Son of the Wind together to enter a tower unless to escape.
Hunters don't even need to be at a fort, even after the update they will be camping bridges because they are useless in a war
Robasiewicz
08-25-2014, 01:13 AM
Hunters don't even need to be at a fort, even after the update they will be camping bridges because they are useless in a war
with the new mass rezz cremation should be used way more often.
It's high time for Camo Corpse to shine!
Also the thing i like to do is to wander about forts camoed, target wounded players and regret not having an ammy.
The ride never ends...
Dumberest
08-25-2014, 02:54 AM
You don't need Escapist and Son of the Wind together to enter a tower unless to escape.
actually you do.a tower camped with barbs and a conju is a death trap.hunters are needed to go up and confuse/stun and run.you cannot always use camou to do it.under the new conditions in this coming update you will find hunter class has even less use at a fort.
on a side note,im going to miss the old stalker.many people dont like it but i have to say i really enjoyed tracking and hunting other hunters trying to hide.it added something special to being a hunter.now that too has been taken away.
errei
08-25-2014, 05:01 AM
new mass ress sounds good, in amun it was very useful specially at bosses, now that shield wall and stars shield were nerfed
about hunters @ forts, sotw wont change much, hunters will keep getting frustrated if they expect anything else then a horn, a HotP or a confuse. Pretty just trying to ease dmg dealers to do their jobs.
pieceofmeat
08-25-2014, 06:56 AM
actually you do.a tower camped with barbs and a conju is a death trap.hunters are needed to go up and confuse/stun and run.you cannot always use camou to do it.under the new conditions in this coming update you will find hunter class has even less use at a fort.
on a side note,im going to miss the old stalker.many people dont like it but i have to say i really enjoyed tracking and hunting other hunters trying to hide.it added something special to being a hunter.now that too has been taken away.
Less DI means more confuse, caltrop, ambush opportunities, not to mention ambush will be close to instant with its 0,5s cast.
miss old stalker? i thought stalker changes were reverted.
starshine
08-25-2014, 05:24 PM
Here we go again...limit some conju stuff, because others benefit from it. Then this class becomes more and more hard and dumb to play. And we get less and less conjus.
In the current state playing without DI equals rage quit after approx 30 - 60 mins for every conju. If you have not played alone conju everyone will say how he HATES when it happens.
Change DI, so it is impossible to buff 2 allies, but keep it duration = cooldown.
--
Please stop nerfing stuff and give us some love... oh right barbs are more important... get back to them...
That is what i meant in my post.. At least make effect = cooldown..
GreenElf
08-25-2014, 05:31 PM
Also nerf guards strike pls
What if Guards shout warnings in General (for both realms!) when an enemy gets within some range (before the guard's attack range)? It alerts players to the enemy presence (you know, like something a real guard would do) AND gives the enemy a warning they're getting a little too close before the guard attacks.
I like that the guards can clean house. It is a little annoying not knowing exactly where that imaginary line is. Particularly when you are laying there suddenly dead and see 'jajaja so noob' in the chat. Not that you know... that's ever happened to ME.
DogFish
08-26-2014, 02:10 AM
Some recent thoughts about knights:
*Stone Temple: Can the 7% damage resistance be changed to physical resistance only? Mage damage on knights is already pitiful... If this was to make up for the nerf to the blunt/slash/pierce resists, it makes sense to make stone temple have physical resistance.
*Killing a knight: Mage spells all do low damage on a knight. The previously good way to just CC the knight and mana burn them. Vampirism and soul keeper work well, but locks need to have a health deficit to use them. With cooldown of mana burn being increased, there isn't really a good choice to use against a knight in def stance.
Knights will have a very good set of tools, up to 65% CC resist now with only -10% speed with overlapping coverage, ability to switch between good offense and very good defense with off stance/def stance and able to interrupt any chains with precise block. I get that knights should be able to tank, but it's pretty hard to kill a single knight, and ridiculously hard if there are more than one (able to pa/shield wall each other), even now. When CC's all get nerfed during update, it will be harder.
Some random ideas:
*Change fixed armor. Yeah, pretty sure you've heard this over and over again. I guess not in this update.
*Precise Block: Can't cast during precise block. Currently, knights can cast during precise block, allowing them to safely transition between stances and buff. Preventing knights from casting would give at least help prevent knights from having such impenetrable defense. Also, fix the visual animation so knights can't hide the animation by turning/resting/going out of combat stance.
*Defensive Support: With the -50% movement speed now changed to -10%, it's easy for knights to be running around with high CC resist. Seems a bit broken to have a class that has good CC resist that can always be up, with 2 instance knocks, multiple dizzies, multiple immobilizes and the only downside to the CC resist is -10% speed. The effectiveness is probably okay, I wouldn't change the value. Maybe change movement debuff to -25%? Reduce duration to cooldown or less than cooldown so other classes at least have some chance of CC a knight?
*Necromancy Tree: Currently is used somewhat reactively. Locks have to wait till they get a hp deficit, then heal with hp drains. What if we create a new spell in necro tree that let's locks trade hp+mana for damage against target. Damage would ignore armor and directly affect target's hp. Then, locks can start using vampirism and soul keep much more effectively offensively.
Not really sure what to do about archers. Yes, knights should be able to effectively defend themselves from ranged physical damage, but seeing how low archer damage is on knights is sometimes very frustrating.
The main issue is still fixed armor, but that will have to wait for another update I guess.
Some recent thoughts about knights:
*Stone Temple: Can the 7% damage resistance be changed to physical resistance only? Mage damage on knights is already pitiful... If this was to make up for the nerf to the blunt/slash/pierce resists, it makes sense to make stone temple have physical resistance.
*Killing a knight: Mage spells all do low damage on a knight. The previously good way to just CC the knight and mana burn them. Vampirism and soul keeper work well, but locks need to have a health deficit to use them. With cooldown of mana burn being increased, there isn't really a good choice to use against a knight in def stance.
Knights will have a very good set of tools, up to 65% CC resist now with only -10% speed with overlapping coverage, ability to switch between good offense and very good defense with off stance/def stance and able to interrupt any chains with precise block. I get that knights should be able to tank, but it's pretty hard to kill a single knight, and ridiculously hard if there are more than one (able to pa/shield wall each other), even now. When CC's all get nerfed during update, it will be harder.
Some random ideas:
*Change fixed armor. Yeah, pretty sure you've heard this over and over again. I guess not in this update.
*Precise Block: Can't cast during precise block. Currently, knights can cast during precise block, allowing them to safely transition between stances and buff. Preventing knights from casting would give at least help prevent knights from having such impenetrable defense. Also, fix the visual animation so knights can't hide the animation by turning/resting/going out of combat stance.
*Defensive Support: With the -50% movement speed now changed to -10%, it's easy for knights to be running around with high CC resist. Seems a bit broken to have a class that has good CC resist that can always be up, with 2 instance knocks, multiple dizzies, multiple immobilizes and the only downside to the CC resist is -10% speed. The effectiveness is probably okay, I wouldn't change the value. Maybe change movement debuff to -25%? Reduce duration to cooldown or less than cooldown so other classes at least have some chance of CC a knight?
*Necromancy Tree: Currently is used somewhat reactively. Locks have to wait till they get a hp deficit, then heal with hp drains. What if we create a new spell in necro tree that let's locks trade hp+mana for damage against target. Damage would ignore armor and directly affect target's hp. Then, locks can start using vampirism and soul keep much more effectively offensively.
Not really sure what to do about archers. Yes, knights should be able to effectively defend themselves from ranged physical damage, but seeing how low archer damage is on knights is sometimes very frustrating.
The main issue is still fixed armor, but that will have to wait for another update I guess.
+1 to all this, except the necro spell. That would essentially let warlocks have an instant kill if the enemies health is at the damage thresh hold. Those spells would also go through mages energy barriers as well, and I think it could be too OP.
DogFish
08-26-2014, 03:49 AM
+1 to all this, except the necro spell. That would essentially let warlocks have an instant kill if the enemies health is at the damage thresh hold. Those spells would also go through mages energy barriers as well, and I think it could be too OP.
Well that was kinda the point, that it would be an effective way for locks to actually attack targets with high defense. I guess this would be less of an issue if armor system was changed.
It just feel like a waste that only the elements tree can be effectively used for damage during war since all other warlock trees have spells with low damage or long cooldown (except for meteor). It seems that all the other classes have a basic damage spell at the bottom (forceful blow, ensnare, shield pierce, etc) that has a low cooldown. Necro barely has any damage, and only vamp can be used on mobs for damage.
Okay actual suggestion:
*Change stalagmite to cast time 1(maybe 1.5?) s, cool down 15 or 20? Puts it more inline with other first level spells. I mean archers now get to piggy back normals with 150% dmg shield pierce or dual shot, give mages some love too with better low position spells. It'll help lock grind as well, giving locks another useful spell to add into the rotation.
Not sure about the necro spell yet. I'll think of a different effect, but I like the idea of having an hp cost to the love so that vamp and soul keeper can effectively used. Might be a good chance to remove some useless spells (sadistic guard? possess summoning maybe?) I'll post it in suggestions sometime, guess it won't make this update.
ice_zero_cool
08-26-2014, 11:31 AM
+1 to all this, except the necro spell. That would essentially let warlocks have an instant kill if the enemies health is at the damage thresh hold. Those spells would also go through mages energy barriers as well, and I think it could be too OP.
if you ask me, that spell would be great, and not even that OP. You can always change the damage it does, if it is. Also, if you pay for that spell with hp, it will be rather tricky to use in many cases, no?
It would basically be the same as Ethereal Arrow. Nobody's complaining about that either.
Adrian
08-26-2014, 12:28 PM
Amun updated:
We added a new feature: "Power Sets".
It consists in allowing to save your current skills under a name to be able to reskill faster. Each Power Set (with a maximum of 10 per character) costs 1500 Ximerin and each time it is used, it costs the same gold than while resetting powers.
This is not the final version of the interface, but we wanted it to go with this Balance update as it was the initial intention.
Slartibartfast
08-26-2014, 01:18 PM
Amun updated:
We added a new feature: "Power Sets".
It consists in allowing to save your current skills under a name to be able to reskill faster. Each Power Set (with a maximum of 10 per character) costs 1500 Ximerin and each time it is used, it costs the same gold than while resetting powers.
This is not the final version of the interface, but we wanted it to go with this Balance update as it was the initial intention.
That's fantasic premium item, Adrian! Thanks a lot!
I hope that:
1. It can be used anywhere, not only in inner zone / trainer.
2. It has some kind of delay after reskilling in which spells can't be cast, for example 10-20s. This will prevent reskilling during the fight.
Hollow-Ichigo
08-26-2014, 01:38 PM
Amun updated:
We added a new feature: "Power Sets".
It consists in allowing to save your current skills under a name to be able to reskill faster. Each Power Set (with a maximum of 10 per character) costs 1500 Ximerin and each time it is used, it costs the same gold than while resetting powers.
This is not the final version of the interface, but we wanted it to go with this Balance update as it was the initial intention.
Can't wait to save myself 20 seconds and reskill using a 1500 ximerin power item
Slartibartfast
08-26-2014, 01:45 PM
Can't wait to save myself 20 seconds and reskill using a 1500 ximerin power item
I would say that with 1.5k xim you buy power set slot in which you can put your skill set, not to pay xim every time you switch it.
schachteana
08-26-2014, 02:11 PM
I would say that with 1.5k xim you buy power set slot in which you can put your skill set, not to pay xim every time you switch it.
yes, true
you have to sort the spells into the slots yourself every time, though, which takes most of the time anyways
but it's a good new feature I think
Tamui
08-26-2014, 03:12 PM
Can't wait to save myself 20 seconds and reskill using a 1500 ximerin power item
To be fair, it was requested by the community a few times.
Ryan_Carmon
08-26-2014, 03:19 PM
To be fair, it was requested by the community a few times.
I feel it's pretty nice. Good way to earn money without affecting balance and I will for sure buy some, just for Raid/Boss setups
:thumb:
Tamui
08-26-2014, 03:27 PM
I feel it's pretty nice. Good way to earn money without affecting balance and I will for sure buy some, just for Raid/Boss setups
:thumb:
Yes, definitely. However, they need to remove the possibility of mounting with relics.
Also I've just noticed that Mass Resurrection only has Sanctuary on level 5. Is that intended?
Kimahri_Ronso
08-26-2014, 04:23 PM
What did you expect, sanctuary on lv 1? The simple resurrection spell has it too only on lv 5.
Regarding Mind Blank, please, at least make it getting disabled when a conju casts an offensive skill and don't force us keep clicking on it to get it de-activated before we wanna attack!
Best would be if you'd leave it alone and didn't change it at all.
You will see. I told ya. Time will tell I'm right xD.
Tamui
08-26-2014, 04:28 PM
What did you expect, sanctuary on lv 1? The simple resurrection spell has it too only on lv 5.
Well I just wanted to clarify, that's all.
Wish it would scale like Resurrection. With the mana bonuses and Armour Bonuses. on level 3 and 4.
Note on Adaptability.
Very good. I like it. Doesn't it has a very long cooldown though?
Yasar
08-26-2014, 06:49 PM
Hello,
I've found a Bug for the class Conjurer:
When I activate mind blank and then go into sanctuary area, the animation of the running effect of sanctuary area wont be shown to me or other players although it works perfectly.
Hope I don't send information in, that already have been told to you guys!
Greetz from Germany
Yasar
TurboLover
08-26-2014, 07:06 PM
Hello. Nice to see NGD putting some effort to this game, but I have several concerns about the spells update.
1. I agree with Slarti about warlocks. CCs are their only defense.
2. Please leave Mind Blank as it is now.
Dumberest
08-26-2014, 07:44 PM
Less DI means more confuse, caltrop, ambush opportunities, not to mention ambush will be close to instant with its 0,5s cast.
miss old stalker? i thought stalker changes were reverted.
stalker is left with same duration,but now requires 1 ally present to cast.while that is ok its not ideal.now hunters cant hide for hours and i cant try finding them for hours :(
as for more confuse opportunity's your right,but not in a tower with barbs about.good luck with that if the conju is placed in a spot you have to get near barbs.sotw/escapist wont effect marks too much,but its going to effect hunters more as they require getting close to ambush thier target.one resist and its over.
We can overcome the DI restriction - there is a way. Just think a little.
/me makes a bunny hunter cry. :viking:
HINT: Put 5 points in a passive spell...
Rising_Cold
08-26-2014, 08:10 PM
We can overcome the DI restriction - there is a way. Just think a little.
/me makes a bunny hunter cry. :viking:
HINT: Put 5 points in a passive spell...
but which 5 points.. those from mind blank? a heal.. dispel? or the mental points? xD
I guess I could try and explain again why I dont like where conjurer is going
or the fact that some people insist that mindless healing is the 'conju role'
but people would either think im whining or try to convince me that mindless healing is the conju role >.<
As Valour sayed he maybe drops Mind Blank - maybe i will do too. I always liked the hybrid setups more where you are not a healing bot and have a freedom to do more stuff.
We will adapt again. I rather stop playing this game than obey where they try to put us into.
Conju powa!
Slartibartfast
08-26-2014, 09:28 PM
I rather stop playing this game than obey where they try to put us into.
I read this too many times, on english and spanish forums. And that's my personal opinion too. If announced warlock changes goes online, I'm off.
starshine
08-26-2014, 09:31 PM
NGD can you make force armor less shiny please? :D
Adrian
08-26-2014, 09:35 PM
NGD can you make force armor less shiny please? :D
There will be an update in the future in which we will review the specular factor on some materials so they don't shine like nuclear fusion :hat:
starshine
08-26-2014, 10:03 PM
There will be an update in the future in which we will review the specular factor on some materials so they don't shine like nuclear fusion :hat:
Thank you so much :D!!! I will appreciate it ^^ (and i'm sure all conjus will :P)
And Mind Blank needs lower cd :(
Humulus
08-26-2014, 10:34 PM
Hey Everyone!
Please check out THIS (http://www.championsofregnum.com/forum/showthread.php?t=103503) thread for the final changelog and additional info!
Phlue4
08-26-2014, 11:53 PM
I've been realizing more and more the coming changes adress very important problems of Regnum, and is going to improve the game a lot surely, but is it really so hard to just reduce the overall resist rate? .. I don't know about others, but in my opinion this whole game is just a farce because it relies COMPLETELY on luck, and I am not even overreacting! how am I supposed to fight if there is a general chance of 50% that a spell is being resisted. I could show you logs and logs and logs of duels, fort battle situations and so on, but everyone knows it anyway. I stopped playing any class but conju because of this, it is just no fun at all to play a single second with these insane resists. I seriously do not understand how this hasn't been fixed yet. And please dont tell me that NGD has to "revamp internal formulas". It is a 15 minutes' work at maximum to change that one number. It surely can be relooked into at another time, but for the moment, there has to be done something about it. I just don't get that. How can a game development team possibly not consider fixing this problem within YEARS, and how can this NOT be the number one on the new roadmap
those resists break the entire game activity, but no developer bats an eye at all. I don't know what to say anymore, this whole situation is beyond my ken
errei
08-27-2014, 12:29 AM
i've been realizing more and more the coming changes adress very important problems of regnum, and is going to improve the game a lot surely, but is it really so hard to just reduce the overall resist rate? .. I don't know about others, but in my opinion this whole game is just a farce because it relies completely on luck, and i am not even overreacting! How am i supposed to fight if there is a general chance of 50% that a spell is being resisted. I could show you logs and logs and logs of duels, fort battle situations and so on, but everyone knows it anyway. I stopped playing any class but conju because of this, it is just no fun at all to play a single second with these insane resists. I seriously do not understand how this hasn't been fixed yet. And please dont tell me that ngd has to "revamp internal formulas". It is a 15 minutes' work at maximum to change that one number. It surely can be relooked into at another time, but for the moment, there has to be done something about it. I just don't get that. How can a game development team possibly not consider fixing this problem within years, and how can this not be the number one on the new roadmap
those resists break the entire game activity, but no developer bats an eye at all. I don't know what to say anymore, this whole situation is beyond my ken
+1 .
Dumberest
08-27-2014, 07:28 AM
another concern i have for archers is.....
op marks are now getting more op.damage isnt getting reduced but defences are.with sotw/escapist not being able to get used together,this creates huge problems for the normal player.there are players who hit my marks 500 normals,now they will hit slightly more.add on top of that they can hide behind the absolute certainty of the new sotw.this creates a scenario like this.
me VS luke.he buffs hawks gaze then sotw.then starts hitting me 500 normals and 750 crits thru my buffs.duration of escapist is 8 seconds.so he gives up on normals and casts spells which i have no defence against since ive buffed escapist.lethal strike 1.5k,ethereal 600,and room for 2 other spells of his choice.,im less than 30% health left now and my escapist has worn off.no point buffing sotw hes used most of the big spells.what options are open to me.to run thats all.now op marks will just buff sotw and pew pew normal hits/spells depending on what we buff.we cant shut them down with spells anymore.normal strength archers will be forced into running away for cover.in a fort this isnt a problem but in the open its game over.too linear for my tastes.
Wi3ld
08-27-2014, 07:46 AM
me VS luke.
He no longer plays, so your point is moot.
Marks get nerfed every update, to the point where I saw less and less. I've only started seeing more come out of the shadows recently because this update doesn't nerf the shit out of them. Let them have their moment, and for once, stop your moaning. Really, it's irritating.
errei
08-27-2014, 10:18 AM
He no longer plays, so your point is moot.
Marks get nerfed every update, to the point where I saw less and less. I've only started seeing more come out of the shadows recently because this update doesn't nerf the shit out of them. Let them have their moment, and for once, stop your moaning. Really, it's irritating.
every update they get nerfed and nerfed, and none of those nerfs attacked the problem which still is the possibility of 100% performance at max range.
The only marx nerf which is going to be good is the Winter stroke one, though they might have nerfed it too much now.
Tania has a point, jewelry archers (and any amu players in general) still have a OP shit in hands and NGD still didnt decide to make "weapon dmg bonus" spells only valuable to weapon dmg.
_Enio_
08-27-2014, 11:43 AM
another concern i have for archers is.....
[...]
Your timing for concerns is hilarious. Your flawed argumentation is too. Not because the core of your concern is wrong, but because it is neither new nor gets it worse with coming update.
we cant shut them down with spells anymore.
With old SoW you could shut em down with spells, right.. /facepalm
Let me give you some hints for a thought.
With new SoW duration, you can sit in Low Profile for SoWs full duration.
Less absolute % defense gives lower effective damages %ually more increase in damage compared to high damage.
Working Escapist in combination with confuse limits dmgoutput of a marks to his spell damage.
Hunter now gets an immobilize that works through DI
You mightve wanted to say that shorter CC durations give pure dmg more weight, which might be an issue but that well see when its on live and played.
pieceofmeat
08-27-2014, 04:18 PM
"New" Darkness is so good, love it!
schachteana
08-28-2014, 12:55 PM
three new boss drops (http://cor-forum.de/DATEIEN/update/boss.php)
looking forward to (hopefully) seeing some new drop pictures from the English/Spanish community as well.
so yes, boss jewlery hasn't been changed yet, I wonder when it will happen and what will happen to the already existing stuff
seeli
08-30-2014, 03:48 PM
Please! Give unstoppable Madness 100%!! :/
Mind Blank from Conjurer and Defensive Stance from the Knight should have the same Cooldown..
Robasiewicz
08-30-2014, 04:15 PM
wondering if greater healing should have range 25 as well.
Wi3ld
08-30-2014, 11:16 PM
Tania has a point
Please don't swear at me. There's no need to get offensive
Artemo
08-31-2014, 10:46 PM
Why did you not announce this update on Steam?
You have the ability, so why not? :D
People would see that this game is worked on, latetst steam news are from march.
Recoil
09-06-2014, 06:11 PM
The balance is still bad in my opinion, specifically because of archer range and dps. But at this point I guess that's by design...
Kimahri_Ronso
09-06-2014, 06:36 PM
Why is /reset_powers disabled on Amun? :(
Hollow-Ichigo
09-09-2014, 06:37 AM
Would be nice if the duration of NPC guard spells were lowered too. Especially trembling ground and the never ending area stun.
Best,
halvdan
09-09-2014, 08:33 AM
Would be nice if the duration of NPC guard spells were lowered too. Especially trembling ground and the never ending area stun.
Not sure about areas, but guard knock down spell has now 6 sec duration (instead 8sec, what was before).
halvdan
09-12-2014, 08:23 AM
I have a question about knight spell Protect ally.
As i discovered, it doesn't help against Darkness anymore(that was planned, right?), but it doesn't dispell freeze anymore too. Was that planned also?
If yes, i'd like to know what does the effect "Dispel freeze" on Protect ally 1-4 does actually, and more what is Protect ally effect on lvl 1.(hp only? xD)
Thanks :)
_Enio_
09-12-2014, 01:09 PM
I have a question about knight spell Protect ally.
As i discovered, it doesn't help against Darkness anymore(that was planned, right?), but it doesn't dispell freeze anymore too. Was that planned also?
If yes, i'd like to know what does the effect "Dispel freeze" on Protect ally 1-4 does actually, and more what is Protect ally effect on lvl 1.(hp only? xD)
Thanks :)
1) Im quite sure that one was just a bug ye.
2) Thats probably just a tootlip error, IIRC its supposed to be from 1 to 5:
stun
^ + immobilize
^ + dizzy
^ + knocks
^ + negative effects (like the normal mage dispell)
The only spell i know where "Dispell freeze" is intentional is marks WM spell "Fire arrow"
Indoril
09-30-2014, 08:59 PM
Fix old spells to make them usable... then nerf other already used spells so we have to spend more points to keep them effective. Mages get nerfed hard, especially locks; cash cow classes like barb get even stronger, indirectly. Improved AoE mostly limited to barbs too, lock direct dmg/aoe still shit. Great.
Edit: tbh none of the old spells were improved sufficiently to make them worth using, (still rather meek) exceptions being wind wall and lazyness.
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