View Full Version : Version 1.18 - Bugfixing & Balance
Frosk
01-24-2017, 04:02 PM
Hey everyone!
Amun's open for public testing, with changes heavily oriented towards bugfixing and balance issues.
Here's the changelog (it's quite huge so yeah... have fun!):
Bugfixing
- Modified: Bow ranges changed to their original values: 20, 25, 30 meters.
- New: Clan Chests. Allows clan members to donate items to the Clan. These items can be later given to other members. In the future there will be many additions to the functionality of this feature.
- Fixed: Clan Rankings were being reset when trying to change them.
- Modified: Step sounds volume lowered.
- Added: Owl hoot sound for when a new mail arrives.
- Fixed: Portuguese description of Amber Turquoise item was of an incorrect item.
- Fixed: Misspell in the greeting of guards in Alsius.
- Fixed: Tree collisions in Aggersborg Surroundings, Menirah Surroundings, Rocky Pines, Cemetery Woods
- Fixed: Lamai description in the character creation window had a typo.
- Fixed: Golem Claw sword couldn't be traded or account-stashed (this doesn't apply to crafted ones).
- Fixed: Realm task involving Orc Chiefs could not be completed.
- Fixed: After using a door, the reward calculation of the player that dies was reset.
- Fixed: Stash Carrier creature was wrongly appearing as belonging to Alsius realm causing problems with guards and allies.
- Fixed: Alsius Coliseum collisions allowing to step out of the arena.
- Fixed: When attempting to sell an item in the Auction House and the interface got closed, the item didn't reappear in the inventory until relog.
- Fixed: Being able to jump outside Alsius' fortifications without dying.
- Fixed: Collision in Syrtis' Great Wall fortification allowed players to jump outside while carrying a gem.
- Fixed: Vesper helmet had the archer's 3D model in warriors and vice versa.
- Fixed: Items shown in the Party or Clan chat tab didn't have a tooltip when checking them in the General chat tab.
- Fixed: Being able to exit the Coliseum after casting powers on enemies. Affects most of the actions that can't be done immediately after combat.
- Fixed: Under Precise Block you could sit down or change combat mode and hide the animation of the skill.
Frosk
01-24-2017, 04:02 PM
Balance
Marksman
Marksmen have been, for quite a long time, at a huge advantage due to their enormous range, and the incredible damage output they had. Not only this, they also had the chance to easily escape any situation, and controlling almost any enemy with their formidable arsenal of Crowd Control skills.
Since the base bow ranges have been decreased, marksmen will now have a new need to fulfill that directly affects their role: attacking from afar.
By buffing up Aiming Mastery, and decreasing the damage in Arcana Strike, our goal is to have marksmen decide what to do with their discipline and power points.
This means that you may reach a noticeable amount of range since you’ll have more options for that. However, if you do so, you may have to sacrifice defensive skills, damage-based ones or even CCs.
Arcana Strike
We’ve heard so much regarding this skill that we definitely had to make a very much needed adjustment. Its damage has been reduced in order to avoid ridiculously high output coming from marksmen.
Fire Damage: 45 - 95 - 150 - 195 - 250
Ice Damage: 45 - 95 - 150 - 195 - 250
Lightning Damage: 45 - 95 - 150 - 195 - 250
Strategic Position
Since bow ranges have been reduced back to their original values, this skill had to be readjusted. Back when the bow range values were the ones we’re going back to now, this skill had no penalties involved. The natural way to go was to have it back the way it was:
Speed movement malus -> removed
Ranged Received Damage (%): 5 7 9 12 15
Killer Instinct
This is a skill that wasn’t very useful, considering that the marksman already had a ton of range at its disposal. Now that they’ll need more options in order to increase their range, we’ve decided to ease up the use of this skill.
Immobilization malus has been removed -> Replaced with: Speed Movement -15%
Hawk’s Gaze
With the decrease in damage regarding Arcana Strike and the decrease in range, we’ve decided to buff this skill up a little bit, regarding mana costs and cooldown duration.
Mana Cost: 260-290-320-350-380
Cooldown: 160 secs
Focus
Focus has been one of the most forgotten and less used skills for the marksmen. Therefore, considering that most marksmen will look for a way to improve their range, we’re granting a new option with this skill. It will not be an activatable skill anymore, as it’ll work as a simple range-enhancing low-cost skill for marksmen of all levels.
Attack Range (%): 2 4 6 8 10
Duration: 30 secs
Cooldown: 70 secs
Mana: 40 80 120 160 200
Hunters
Of course, nature-loving archers are also affected by the decrease of bow ranges. Nevertheless, this is something that doesn’t truly negatively affect them, if we give pets a good look.
Due to the way pets behave, they only reach 30 meters, meaning that the previous exaggerated range only made things more difficult when it came to controlling the pet while chasing an enemy. This problem is no longer around, and we’ll also provide hunters with heavily requested skills in their pet skill tree.
Natural Dominance
All Tame skills have been merged into one, meaning that you’ll only have to spend 5 points and you’ll be able to control any tameable lesser creature, beast or monster when you hit level 60.
Tame: 1 2 3 4 5
Mana: 150 225 300 350 400
Prominent Sight
Merging all 3 Tame skills left 2 empty spots. One of them will belong to Prominent Sight, which, in exchange for pet damage, it’ll allow the Hunter to reach farther distances. Useful when chasing escaping enemies or engaging at a distance.
Attack Range (%): 2 4 6 10 15
Pet Attack Damage (%) reduction: 25%
Nature’s Sacrifice
The second empty slot will be filled by the first pet-based AoE skill the Hunter ever had. This power is basically a buff for your pet that lasts for 10 seconds. If your pet dies during those 10 seconds, it’ll release a powerful explosion filled with natural energy, which will deal damage to all nearby foes and knocking them for a small duration.
(Now you don't need to sacrifice your pet, you can cast it when you want to)
Piercing Damage 125-200-290-395-500
Fire Damage 125-200-290-395-500
Mana Cost: 120-210-300-390-480
Skin of the Beast & Heal Pet
Cast time: Instant
Knights
As most Knights in Regnum confirm, they’re one of the most overall balanced subclasses in the game. However, they end up being boring as they weren’t representing any real threat to their enemies, and barely a useful asset to their battle groups.
Therefore, we’ve decided to go ahead and give Knights a little bit of a mixup of both defensive properties relocation, a very useful movement speed skill, and the opportunity to absorb the damage received by an ally.
Defensive Instance
Although the original idea of this power was pretty good, whenever used in the game it only turned out to be a “god mode” against low dps characters like the hunters or warlocks’ DoTs; and at the same time it didn’t provide a strong resistance against higher damage dealers, such as barbarians.
Therefore, the protection bonus has been removed, and its damage resistance value has been slightly buffed.
Protection Bonus -> Removed
Damage Resistance (%): 10-15-20-25-30
Army of One
Since Defensive Instance has lost its protection bonus, Army of One will be slightly buffed as well, in order to provide the maximum level of defense for a longer time.
Duration -> 20 secs
Protector Temper
This is a new skill that comes from combining both Stone Temple and Arcane Constitution. It combines (and buffs a bit) their effects.
Passive.
Physical Damage resistance (%): 2-4-6-8-10
Magical Damage resistance (%): 2-4-6-8-10
Constitution: 5-7-9-12-15
Knight’s Haste
Since both passives have been combined, a new slot has become available. Since movement speed was something quite requested by most knights, the way to go was quite obvious.
However, providing with Sprint or a buffed Intimidate wouldn’t work, as it would cause huge problems with the barbarians in first case, and it wouldn’t help allies in the latter.
Therefore, we’ve decided to provide the knight with a short duration huge speed bonus that, smartly used, can dramatically close the distance between knight and enemy, or knight and ally in need.
Movement Speed (%): 5-10-15-20-50
Duration: 3
Cooldown: 100
Cast: Instant
Mana Cost: 50-90-135-180-220
Feint
Since Knights will be more vulnerable to ranged damage, and particularly more of a target when using Mana-oriented spells such as Mana Burn, they’ll need a little extra help in order to control their target once they went through the effort of getting close to them.
Mana Cost: 70 - 90 - 110 - 130 - 150
Shield Wall and Stars Shield
In order for knights to be more useful when it came to auras, both in war scenarios as in open areas, these 2 auras are having their range buffed, and their mana cost updated.
We studied buffing up the % that it applies (50% as of today), but we believe that with the way these spells are spammed, the extra 4 meters in range will help quite a bit to cover a wider area, as well as to affect characters that generally are in front of the knight itself.
Area: 10
Mana Cost: 200-225-250-275-300
Protect Ally
It has been returned to what it was.
Paladin's Aid
This spell is being changed to use a new effect that has been quite requested by knights over the years.
Although it’ll continue to remove negative effects, it’ll now apply a buff to an ally that’ll allow the knight to absorb all damage received by him or her.
We’ve considered to increase the range of this spell, but decided not do so in the end so players can combine it with Knight’s Haste, providing a defensive option for this spell.
Duration: 3-4-5-6-8
Cooldown: 40 secs
Warlocks
Graced and feared by everyone back in the day, the Warlock used to be a rival you really didn’t want to mess with. However, the era of 35 meters bow came around, spells got old in damage terms, and the warlock ended up being a target practice for most marksmen.
With the bow range solved, their damage was still too low, and in par with lower level warlocks when using DoTs.
In order to provide high level warlocks with more damage output, we’ve decided to buff up in both terms of damage value and damage type certain skills, lower their ranged defense for balancing reasons, and make one of its Warmaster skills have sense.
Stalagmite
One of the first skills a warlock comes across in their obscure and magic journey, it was being ignored although it should pretty much hurt a lot to be impaled by rocks coming up from the ground right below your feet.
Piercing Damage 100-150-200-250-400
Ice Damage 100-150-200-250-400
Cast: 1
Mana Cost: 90 - 120 - 150 - 180 - 210
Golem Fist
This spell used to be quite strong back in the day, but was being ignored due to obvious reasons. It didn’t pay off to use it, and it was rendered useless. Although now it does less damage in terms of “numbers”, it now does damage that is impossible to reduce by using any kind of protection… because well, it’s a huge rock smashing your brains.
Enemy Health Damage: -200 -250 -300 -350 -650
Blunt Damage Removed.
Cast: 2
Mana Cost: 130 - 180 - 225 - 280 - 320
Wind Wall
Since the warlock is gaining more damage, and marksmen now have to risk it out a bit more due to their range being decreased, naturally Wind Wall is being slightly nerfed.
Ranged Received Damage (%): -5 -10 -15 -20 -25
Mass Pricking Ivy
There isn’t much to say about it. It didn’t work, no one used it. Nobody knows why it was created the way it was. This skill has been heavily buffed, providing with an interesting 10 meters area of damage, short cooldown and some nice piercing damage applied to all enemies surrounding the caster within the area range.
Duration: 5 secs
Area: 10
Cooldown: 90 secs
Piercing Damage: 750
---
As for Barbarians and Conjurers: Further analysis is needed by exposing said subclasses to these new changes. Tweaks may be needed, such as probably regarding barbarians’ defensive capabilities, and in case they’re necessary we’ll perform them.
This, and our priority being aiming towards the “revival” of currently unused powers in all 6 subclasses is what we’ll be focusing on in terms of combat balance.
Anunnaki
01-24-2017, 04:22 PM
Yay Will log to test :D
But what about u revert back Foresight it was 15% if i remembre,or still marks will have nothing to risk compared to hunter facing close enemies.
And question, you took the case of hunters using pet, but what about the majority that doesn't ?
Hayir
01-24-2017, 04:31 PM
Logging into amun doesn't work for me at the moment, game just closes. So i can only go by the changelog.
Some great changes.
As a knight Golem fist scares me a little, another eth arrow.
I don't really like combining protect ally with the absorb though. I would rather see troll's skin replaced for that or combining taunt + challange and use that slot for the absorb spell.
If i want to dispel someone i don't necessarily want to absorb damage, not all situations require it. Think it would get wasted way too often.
Is knight's haste actually meant to be "5-10-15-20-50"? sounds like a huge step from 20 to 50.
Also thanks for finally fixing precise block!
Overall I really like the changes so far.
Edit: Still don't like the idea of giving knights movement speed too much.
Hollow-Ichigo
01-24-2017, 04:40 PM
Yet another nerf for hunters, range is lost unless we invest into a useless skill tree. I assume this is one way to make hunters use pet more, but they still die way too fast, it isn't even worth putting a single power point into them.
Regarding the other changes, it seems okay. Would have to test it a lot to get a feel of how it's worked out. Warlock will probably be the strongest class just by looking at the spell changes.
Hayir
01-24-2017, 04:50 PM
Yet another nerf for hunters, range is lost unless we invest into a useless skill tree. I assume this is one way to make hunters use pet more, but they still die way too fast, it isn't even worth putting a single power point into them.
Imo the only way to make pet hunters viable is to make them really tanky with really low damage and a lot more spells for the pet, spells which actually consume the pets mana.
Nature’s Sacrifice goes in the right direction, but it isn't enough.
Hollow-Ichigo
01-24-2017, 04:54 PM
Imo the only way to make pet hunters viable is to make them really tanky with really low damage and a lot more spells for the pet, spells which actually consume the pets mana.
Nature’s Sacrifice goes in the right direction, but it isn't enough.
Pets haven't been useful since level 50 cap, the current ones get destroyed even if you somehow put 5 points into skin of the beast. It's far more useful to just go petless and put points elsewhere. Lowering damage isn't really an option, pets do barely any damage unless you use death sentence.
I'm not sure if there is even a way to make pet hunter more attractive than petless.
Hayir
01-24-2017, 05:03 PM
Pets haven't been useful since level 50 cap, the current ones get destroyed even if you somehow put 5 points into skin of the beast. It's far more useful to just go petless and put points elsewhere. Lowering damage isn't really an option, pets do barely any damage unless you use death sentence.
I'm not sure if there is even a way to make pet hunter more attractive than petless.
Somehow you only read the lowering damage part.
I am talking about making them passively tanky. And giving them lots of useful spells. Damaging powers, debuffs, CCs, Supportive buffs etc.
Anunnaki
01-24-2017, 05:09 PM
Pet is good if you only ganking.
It cost mana, time to cast and control. Also it is so useless in rvr.
Hayir
01-24-2017, 05:12 PM
If anyone else on linux can't join amun.
I had to copy the "libncursesw.so*" files from the live folder to the test folder. Works now for me.
Kimahri_Ronso
01-24-2017, 05:15 PM
-Focus is a new parabolic shot? Can they be used at once, will they stack?
-Knight's haste CD too long.
My first thoughts ^^
I don't really like combining protect ally with the absorb though. I would rather see troll's skin replaced for that or combining taunt + challange and use that slot for the absorb spell.
If i want to dispel someone i don't necessarily want to absorb damage, not all situations require it. Think it would get wasted way too often.
+1 ^^
Rest looks promising, must be tested, live too :)
Sentan
01-24-2017, 05:33 PM
Nature’s Sacrifice
The second empty slot will be filled by the first pet-based AoE skill the Hunter ever had. This power is basically a buff for your pet that lasts for 10 seconds. If your pet dies during those 10 seconds, it’ll release a powerful explosion filled with natural energy, which will deal damage to all nearby foes and knocking them for a small duration.
Piercing Damage 75-100-125-175-300
Fire Damage 75-100-125-175-300
Duration: 10 secs
Mana Cost: 120-210-300-390-480
So hunter can basically tame 1 level pet, go camo, use 'stay' command for pet near door and wait for enemy AoEs which trigger explosion... sounds like a trap spell :D Epic.
Hayir
01-24-2017, 06:08 PM
The Protect ally buff cancels after the ally moves, i assume that's a bug? Since the description only says if the knight goes away.
Lebeau
01-24-2017, 06:28 PM
Given that increased overall range for marksmen still remains a fully viable option that can be skilled, warlocks losing what little defense against ranged that they had before (Wind Wall) may be too much of a nerf imho (perhaps something in-between, 10-15-20-25-30% instead, or just leave it as it was?).
:lighten:
Hayir
01-24-2017, 06:31 PM
Given that increased overall range for marksmen still remains a fully viable option that can be skilled, warlocks losing what little defense against ranged that they had before (Wind Wall) may be too much of a nerf imho (perhaps something in-between, 10-15-20-25-30% instead, or just leave it as it was?).
:lighten:
While it is true that they can still get decent range, they have to sacrifice a lot more for it points wise, not sure how many are willing to do that.
At least i think so, haven't looked into marks setups yet with these changes.
Edit: Make feint 50 - 70 - 110 - 130 -150 pls so i benefit from it too :P
Artemo
01-24-2017, 06:43 PM
I told you to replace camo corpse with a bomb, and not to make pets into bombs :beerchug:
Pets are quite useless in fortwar. only use is while hunting, or 1 on 1.
Many monsters have spells before you tame them, why can't we use those? Why have Mana on pets then?
Pery3000
01-24-2017, 06:47 PM
Given that increased overall range for marksmen still remains a fully viable option that can be skilled, warlocks losing what little defense against ranged that they had before (Wind Wall) may be too much of a nerf imho (perhaps something in-between, 10-15-20-25-30% instead, or just leave it as it was?).
:lighten:
Lol the Wind Wall change is fine. Must skill it higher than leaving it on lvl 3 as you suggested. Not to mention amulets you can get to reduce more dmg. Even I sometimes have trouble doing high dmg on certain locks with crazy gear.
These changes are interesting. Looking forward to see whats next for NGD.
Question.. about the clan chest. Clan leader should have the power to grant people to go in the chest. Don't want new players joining clan and going instantly to chest. Would need a promotion to be able to access chest. Would this be possible? I haven't tested it on.
nocruesfr
01-24-2017, 07:13 PM
Again in amon all my haven toons are erased, need to lvl up new toon.
Some reedem code usefull for that or i need to ticket to have haven toons acces in it?
Hayir
01-24-2017, 07:13 PM
Question.. about the clan chest. Clan leader should have the power to grant people to go in the chest. Don't want new players joining clan and going instantly to chest. Would need a promotion to be able to access chest. Would this be possible? I haven't tested it on.
+1 this is a must.
Also there should be a log which shows who put something in and who took something out.
Skjringsaal
01-24-2017, 07:14 PM
You need certain range of authority in clan to deposit something, and higher for give something to someone.
Focus and parabolic can be stacked, also the pasive.
Hayir
01-24-2017, 07:17 PM
You need certain range of authority in clan to deposit something, and higher for give something to someone.
That's good, is there a log too tho?
mind-trick
01-24-2017, 07:38 PM
Looks alright, but i am a bit worried about a few key things.
Prominent sight doesn't make sense. It just turns the hunter more into a marks, and you should rather focus on buffing the pet.
Balance
Feint
Since Knights will be more vulnerable to ranged damage, and particularly more of a target when using Mana-oriented spells such as Mana Burn, they’ll need a little extra help in order to control their target once they went through the effort of getting close to them.
Mana Cost: 70 - 90 - 110 - 130 - 150
The fact that theres even a buff to feint contradicts the knights purpose. It just makes the knight more offensive especially combined with Knights haste (which actually is an interesting spell by itself). Feint is used for knarbing, arguably their most offensive skill and it has an extremely low cost. So this spell should rather be changed to a stun or nerfed along with offensive stance if youre gonna add knights haste.
Oh and lets not forget that every knarb is use offensive stance + Ao1 simultaneously. Just get rid of that shit, thats not how knights work
Also are you considering a revamp to staff mastery?
Artemo
01-24-2017, 07:47 PM
Prominent sight doesn't make sense. It just turns the hunter more into a marks, and you should rather focus on buffing the pet.
Yes, that does absoutly not fit in this skilltree
Skjringsaal
01-24-2017, 08:08 PM
That's good, is there a log too tho?
No. Actually the function seems very simple right now. Maybe they will improve it later.
Mashu
01-24-2017, 08:17 PM
Promising changes, especially arcana strike and archers range.
Why only Alsius are commenting in this thread ? Any other realms exist in this game ?
Skjringsaal
01-24-2017, 08:42 PM
I regret. It seems only founder can retire things. Please, confirm
Linerex
01-24-2017, 09:06 PM
Whenever i log Amun i just get the choose realm option.My characters arent even loaded there.
Changes seem nice i would love to test them :swordfight:
mind-trick
01-24-2017, 09:10 PM
Whenever i log Amun i just get the choose realm option.My characters arent even loaded there.
Changes seem nice i would love to test them :swordfight:
What worked for me is:
1: Make a char
2: Exit cor (dont enter world with char)
3: Open cor again
4: Delete newly created char
5: All your main chars will appear
hardboy
01-24-2017, 11:51 PM
very nice changes i am happy ngd did something about balance, just one thing,
wind wall does not work in close range,
for example one marks comes in close range with warlock, wind wall will not do any good at very close range (range 10 approx), normal attacks and spells will steal deal damage as if wind wall is not casted
and with the range nerf to archers it will render wind wall useless
i tested this with deepu, so please fix thanks
Sentan
01-24-2017, 11:52 PM
Great changes on sub-class-spells but what about main-class ones: warrior, mage or archer... tons of these spells are outdated :)
anyway NGD seems to want to make more unique or varient builds around CoR world :) respect for this.
Hollow-Ichigo
01-25-2017, 12:01 AM
What worked for me is:
1: Make a char
2: Exit cor (dont enter world with char)
3: Open cor again
4: Delete newly created char
5: All your main chars will appear
Didnt work for me, just shows the character create screen again. None of my chars appear
Takeyo
01-25-2017, 12:02 AM
I like this new direction. I hope that they continue with this, and don't stop until every spell in the game is awesome :)
Anunnaki
01-25-2017, 12:05 AM
Just tried amun.
You ruined hunter, both nature’s Sacrifice & pprominent Sight are not worthy to skill.
Sorry but now it is even more unballanced.
Hunter got the less dmg and has to take too much risk to fight. Marks still has nothing to risk and has god combo at close range.
Pery3000
01-25-2017, 12:31 AM
Just tried amun.
You ruined hunter, both nature’s Sacrifice & pprominent Sight are not worthy to skill.
Sorry but now it is even more unballanced.
Hunter got the less dmg and has to take too much risk to fight. Marks still has nothing to risk and has god combo at close range.
Hunter isn't a "offensive class". As NGD has stated in the past. Complaining about a role that NGD wants clearly not to be like marksmen. Same cry's from when Hunter out-powered marksmen for years before NGD nerfed them like crazy lol.
Not to mention this is just the beginning. We don't know what else they could change... Give them a chance please.
https://www.championsofregnum.com/index.php?l=1&sec=2&subsec=4
Anunnaki
01-25-2017, 12:55 AM
Hunter isn't a "offensive class". As NGD has stated in the past. Complaining about a role that NGD wants clearly not to be like marksmen. Same cry's from when Hunter out-powered marksmen for years before NGD nerfed them like crazy lol.
Not to mention this is just the beginning. We don't know what else they could change... Give them a chance please.
https://www.championsofregnum.com/index.php?l=1&sec=2&subsec=4
Now it is not even defensive, it is nothing basiclly.
Even marks is more defensive.
Currently with this update marks can still keep its range and even at close range u can chaine ur spells and make some good combo. And hunter what ? spend all mana on a useless pet.
Pery3000
01-25-2017, 01:03 AM
Now it is not even defensive, it is nothing basiclly.
Even marks is more defensive.
Currently with this update marks can still keep its range and even at close range u can chaine ur spells and make some good combo. And hunter what ? spend all mana on a useless pet.
I don't think you're understanding that you want Hunters to have the same capabilities as marksmen. Which shouldn't happen. Most these pro hunters play like marks who hunt at max range also.
Two different classes. Its like playing warjur and complaining about offensive spells when warlock is meant for offensive play. However, I think hunters should get more incentives to play with pets. THey used to bring so much value back in the day. Should be restored.
What would you suggest for Hunters?
P.S the dmg problem is the scaling with amulets that need to be fixed. Also bless weapon,Dead eye/OWTH need to be looked at.
Anunnaki
01-25-2017, 01:12 AM
I don't think you're understanding that you want Hunters to have the same capabilities as marksmen. Which shouldn't happen. Most these pro hunters play like marks who hunt at max range also.
Two different classes. Its like playing warjur and complaining about offensive spells when warlock is meant for offensive play.
What would you suggest for Hunters?
I don't have any suggestion right now.
If NGD was planning to nerf and ballance marks, then they did not but instead they killed hunters
Feelsbad for hunter.
And lol i just checked the knight, that too op RIP
Hollow-Ichigo
01-25-2017, 01:24 AM
Whenever i log Amun i just get the choose realm option.My characters arent even loaded there.
Changes seem nice i would love to test them :swordfight:
Any workaround to show chars again? Feelsbad
hellscraem
01-25-2017, 03:21 AM
amun needs a char update
usuario_del_foro
01-25-2017, 03:31 AM
Id like to test the changes soon! hope the lvl 1 char gets fixed.
Question:
Isnt it possible to reduce ethereal mantle cast time to 1 sec? right now its kind of a waste of points because target is always moving and knight only wastes mana trying to cast it (ive tried with 36cs bonus and still happened)
esp_tupac
01-25-2017, 03:34 AM
lvl 1 char on amun can't test anything...
here is my opinion on the warlock update:
---The golem fist is good to have but cooldown is probably still too damn long (60 sec I
think) compared to other DOTS and dmg spells which is 20, 25 sec.
---Mass Ivy in the WM tree is good to have as well especially when you are defending a fort and u cast right next to the door when you go out.
But I can't imagine it to be used any other way. Imo its best to skill it with Master of Doom for max effectiveness. otherwise you are going to get raped by anyone who is within 10 min of you. for me I wont use it because I dont have enough points for a 17 WM tree and there is no point for lvl 17 wm tree. Either u get lvl 19 on that tree or you get lvl 11.
---Wind Wall is never that effective anyway. its got long cd and low duration. if you are in range of marks you are fucked anyway cuz they are gonna catch you and kill you and windwall is not gonna help you shit. Nerf or not I don't give a flying ****.
Here is my proposed setup for your reference:
https://www.regnumsentinel.com/en/t6z2/
esp_tupac
01-25-2017, 03:38 AM
I don't have any suggestion right now.
If NGD was planning to nerf and ballance marks, then they did not but instead they killed hunters
Feelsbad for hunter.
And lol i just checked the knight, that too op RIP
Good. nobody liked hunters and their pussy ganking style.
camo, jump ppl off horse, confuse 5 , distract shot, buff up, ambush 5, and he is dead.
What do you need range for? all you need is camo and confuse.
Ludwig-von-Mises-I
01-25-2017, 04:55 AM
From what i'v observed when it comes to knights with the new powers. They do okay against all classes except warlock. Against warlock they fail miserably. Imagine this: as a knight you cast the speed buff which is only 3 seconds and has a long cooldown of 100 seconds then a lock cast pricky. Its over. And if you block or resist that, its okay, lock has twister. And if.. you block or resist that.. Its okay. Now you have super-mass pricky with 750 damage.. Even without the mas pricky if you get lucky and reach the lock you now have zero mana or barely enough to cast faint after that or before that your dizzied or and beetle swarmed.
And Warlocks now are even more effective against knights because the new Defensive Stance now takes in more damage. Also its hard to maintain yourself standing with the little mana you have when you have to chose between casting defensive support then getting rekt with another pricky or and beetle swarm and slow etc etc, or cast army of one then get will domain-ed, dizzied, darkness, beetle swarm, twister more mana burn, borrow mana etc etc etc etc of the many more spells warlocks can spam on you. Its terrible.
My suggestion is to lower the cooldown for speed buff because 100 seconds is too long. Because by the time you get it back your dead by a warlock.
Another suggestion to help knights have a decent chance against warlock is to give them the ability to range a spear attack which could have the affect of immobilize or dizzy.
By the way i like the changes to warlock. But something needs to be done about the clear unbalance these two classes have with each other.
Anunnaki
01-25-2017, 08:17 AM
Good. nobody liked hunters and their pussy ganking style.
camo, jump ppl off horse, confuse 5 , distract shot, buff up, ambush 5, and he is dead.
What do you need range for? all you need is camo and confuse.
That's if you learnt about hunter from elva.
rekkles12
01-25-2017, 09:06 AM
Nerfing archer range won't hit marks too hard at all ,the spells that were needed to be nerfed are burst of the wind range and winter stroke.RIP hunters.Now locks got more range then an archer and new pet spells are even more worse then before.
Almighty1
01-25-2017, 09:12 AM
very nice changes i am happy ngd did something about balance, just one thing,
wind wall does not work in close range,
for example one marks comes in close range with warlock, wind wall will not do any good at very close range (range 10 approx), normal attacks and spells will steal deal damage as if wind wall is not casted
and with the range nerf to archers it will render wind wall useless
This is true, windwall is bugged.
Did you test it outside duel banner ? With an enemy ?
Did you try it with an enemy ? Instead of duel banner ?
mind-trick
01-25-2017, 09:31 AM
The things with hunters you need to change is prominent sight needs to work the other way around. Instead of buffing range in exchange for the pets attack i suggest buffing the pet in some stats, primarily in defence, while nerfing the hunter's offense. And tbh the whole pet tree costs too much sp and natures sacrifice is quite underwhelming.
Ps mass ivy is almost too good
hardboy
01-25-2017, 09:42 AM
This is true, windwall is bugged.
Did you test it outside duel banner ? With an enemy ?
Did you try it with an enemy ? Instead of duel banner ?
i only tested this inside arena, i dont know if its supposed to work that way or its a bug
saumya
01-25-2017, 09:50 AM
Good work NGD! Finally this came, and it seems really nice.
But one thing i have to say is that you nerfed hunter as well as marksman, marks nerf was needed indeed, and maybe it would be better if Normals would have been better too, but overall damage of marks only.
Anyway i too suggest mantle's cast time to be shorter, see no need of it, greaaaaaaaaaaaaaaaat job on pa, hope it dosent get any bugs :ranting:
C4RB0N4
01-25-2017, 10:42 AM
suggestions:
1. sultars range nerfed to 25m
2. knight movement speed spell should not able to cast under defensive support
3. archane projection should be made something similar to parabolic shot instead of buff as long as it's cd like it is right now
4. mind push should give 10% ms boost for 2 seconds
Monthser
01-25-2017, 11:12 AM
About the lock, who was in the past my main:
Stalagmite (5)
now: Piercing damage: 600-800
version 1.18: Piercing damage: 400 ice damage: 400
cs now: 2,5 sec
version 1.18: 1 sec
mana now: 160
version 1.18: 210
Slightly more damage, although piercing will not do much as almost everybody got defences against it. 1 sec less cs, mana +50.
Conclusion: not bad but nothing to get excited about.
Golem Fist (5)
now: Blunt damage: 1000-1200
version 1.18: Health damage: 650
cs now: 3
version 1.18: 2
mana now: 500
version 1.18: 320
Much less damage (-350/-550) but if i am not wrong the health damage will not be resisted (?). 1 sec less cs. -180 mana.
Conclusion: Still too long cs, reduction of mana is good. Damage needs to be tested to judge it (althoug imo blunt damage was good).
Wind wall (5)
Now: Ranged recived damage: -35%
version 1.18: Ranged recived damage: -25%
So 10% less defence
Mass Pricking ivy (wm)
Now: Damage: 0
Version 1.18: Piercing damage: 750
Now: Duration: 4 sec
Version 1.18: Duration: 5 sec
Now: Area: 6
Version 1.18: Area: 10
From zero damage to 750 piercing damage. 1 sec more duration and area of damage +4.
Conclusion: Good. Although piercing damage is worst damage element an increasing from 0 to 750 is excellent. same with area.
Best change
halvdan
01-25-2017, 11:23 AM
Cast time of knights haste is instant, but it's bound to attack cycle. This is common with offensive spells such as SC, balestra or shield bash, but not with buffs.
Is it intended behavior? I don't think buff casting should be bound to attack cycle.
Hayir
01-25-2017, 11:27 AM
Golem Fist (5)
now: Blunt damage: 1000-1200
version 1.18: Health damage: 650
cs now: 3
version 1.18: 2
mana now: 500
version 1.18: 320
Much less damage (-350/-550) but if i am not wrong the health damage will not be resisted (?). 1 sec less cs. -180 mana.
Conclusion: Still too long cs, reduction of mana is good. Damage needs to be tested to judge it (althoug imo blunt damage was good).
It's like ethereal arrow, doesn't matter if ao1, barrier etc. Much better than the old blunt damage if you ask me. Locks can now do about +2k direct damage to health, kinda scary.
Kopstoot
01-25-2017, 11:29 AM
Ehm whats up with all the range buffs? Its as if they reduced bow range but regret doing so smh. Well atleast they add reduction to marks movement speed. Pet reduced dmg reduction of 50%, not so sure about that
Hayir
01-25-2017, 11:33 AM
Ehm whats up with all the range buffs? Its as if they reduced bow range but regret doing so smh. Well atleast they add reduction to marks movement speed. Pet reduced dmg reduction of 50%, not so sure about that
It's so that they have to invest points if they want more range. You have to give up either defense, cc or damage to get more range, which you didn't have to as much before. That's one way to balance something.
Hayir
01-25-2017, 11:36 AM
Cast time of knights haste is instant, but it's bound to attack cycle. This is common with offensive spells such as SC, balestra or shield bash, but not with buffs.
Is it intended behavior? I don't think buff casting should be bound to attack cycle.
What do you mean by attack cycle?
Hayir
01-25-2017, 11:41 AM
- Fixed: Under Precise Block you could sit down or change combat mode and hide the animation of the skill.
I still think you should add some visual effect to the shield while precise block, casting buffs and turning still hides the animation after all.
The not sitting fix is great though.
Monthser
01-25-2017, 11:45 AM
It's like ethereal arrow, doesn't matter if ao1, barrier etc. Much better than the old blunt damage if you ask me. Locks can now do about +2k direct damage to health, kinda scary.
Could you explain how can locks do +2k direct damage to health. According to the version 1.18 it makes only 650 damage to health.
Sorry for my ignorance :angel1:
regards
Hayir
01-25-2017, 11:47 AM
Could you explain how can locks do +2k direct damage to health. According to the version 1.18 it makes only 650 damage to health.
Sorry for my ignorance :angel1:
regards
I didn't mean with golem fist alone. Soul keeper + vamp + golem fist. Obviously SK can be stopped.
Kopstoot
01-25-2017, 12:07 PM
It's so that they have to invest points if they want more range. You have to give up either defense, cc or damage to get more range, which you didn't have to as much before. That's one way to balance something.
Ah i thought they intended to reduce the bow range to make this game a bit more actionpacked rather than balancing.
Cant deny that Marks with amus are still too strong.
(will prolly not take focus and/or killer instinct in my main build tho, but will test further it in a real rvr fight)
halvdan
01-25-2017, 12:13 PM
What do you mean by attack cycle?
Attack cycle is attack cycle :D
When you're hitting someone and you try to cast one of instant cast spells that are bound to attack cycle - balestra, shield bash, gutting - it's not casted immediately, but it takes place instead of your next normal hit. Try it.
This obviously happens to Knight haste too. Try hitting someone with a normal hit and immediately after cast Knight haste. It won't be casted immediately - it will be casted after certain time period, that is your attack cycle period.
I don't think it's intended. No other buff is bound to attack cycle, including various speed buffs.
Hayir
01-25-2017, 12:31 PM
Attack cycle is attack cycle :D
When you're hitting someone and you try to cast one of instant cast spells that are bound to attack cycle - balestra, shield bash, gutting - it's not casted immediately, but it takes place instead of your next normal hit. Try it.
This obviously happens to Knight haste too. Try hitting someone with a normal hit and immediately after cast Knight haste. It won't be casted immediately - it will be casted after certain time period, that is your attack cycle period.
I don't think it's intended. No other buff is bound to attack cycle, including various speed buffs.
Ah ok, didn't know that's called attack cycle.
Would make sense that knigth's haste isn't bound to it.
What's the criteria for it though? Since not all offensive abilities are bound to it? Feint, kick for example not bound while shield bash is.
schachteana
01-25-2017, 02:03 PM
these are some excellent changes. I specially like the new allahu-akbar-pet explosion xD
however, please consider lowering the overall amount of available power points drastically. Will make the game more challenging and make skills more individual.
Hollow-Ichigo
01-25-2017, 02:09 PM
suggestions:
4. mind push should give 10% ms boost for 2 seconds
Why do mages need a 10% movement speed boost ?
Skjringsaal
01-25-2017, 02:43 PM
I didn't mean with golem fist alone. Soul keeper + vamp + golem fist. Obviously SK can be stopped.
Actually in 1v1 the only way this happens is when the lock lost an important part of his health and that means you allready catched him or stayed to long discovered. In the first case it is supossed you should not let him cast spells.
Anyway the main problem with this is not the damage it does which is not so high due to dispell, protect ally and the posibility to stop the warlock with cc, but the mana drain/burn. BTW, you forgot the pure damage of magma and mana burn haha. Well, afortunately you cant set all these in 1 warlock at lvl 5.
In my opinion good damage and fragility is a good description of the objective of a good process of balance for the warlock. And this is not so high damage, and protection and defense almost intact. I find these changes satisfactory.
Sentan
01-25-2017, 03:28 PM
I'm unable to test any of these changes since my chars aren't there on Amun. :/ Can you fix it?
DogFish
01-25-2017, 03:29 PM
suggestions:
2. knight movement speed spell should not able to cast under defensive support
4. mind push should give 10% ms boost for 2 seconds
I have similar sentiments to these thoughts. Mind push is an essential part of a mage's defense against warriors, and it's currently in a sad state. Mind push and roar are the same range (range 10) and observant barbs will simply cast roar at the same time.
With knights, once they get in range, it's a easy 12 s of knock on mages due to no UM, SOTW, PB + basically a guaranteed immobilize.
Regarding the knight movement speed buff. The current implementation allows the knight to gain 7.5 m on the target (3 s * 50% * 5 m/s), that's a lot for mages who have no movement speed boost.
If a change is made to make it easier for knights to initiate a CC chain, I think we need to be careful on how easy / strong they can keep the target under CC. Alternately, give mages a CC breaker like UM/SOTW/PB.
Dedric Fox
01-25-2017, 03:34 PM
I still think you should add some visual effect to the shield while precise block, casting buffs and turning still hides the animation after all.
The not sitting fix is great though.
Tbf, this is other players fault for still casting/attacking a knight in pb. 2-3 consecutive blocks and you're still attacking me? Yeah, you deserve to have your spells and mana wasted. I'd use pb without messing with the animation and retards would still go all the way in.
Takeyo
01-25-2017, 03:39 PM
suggestions:
1. sultars range nerfed to 25m
2. knight movement speed spell should not able to cast under defensive support
3. archane projection should be made something similar to parabolic shot instead of buff as long as it's cd like it is right now
4. mind push should give 10% ms boost for 2 seconds
1. OR EVEN 20 RANGE!
2. maybe, maybe not. It would actually be balanced either way.
3. Yes.
4. Or just increase its slow by 10%. Or add ms boost to Metabolic Control.
I get what the ms is for. It makes it easier to get out of the way right after casting it, but it makes no sense thematically. Movement speed really just has no place on the Mind Push spell.
Mages should get a small movement speed boosting power, though, since they're now the only ones without it.
Even from NGD's perspective (mages must all be only support, including warlocks... except sometimes), now that everyone has so much ms, mages get left behind too easily. Make it unique, sure, but give them a freaking ms boost already :razz:
Hayir
01-25-2017, 03:41 PM
Tbf, this is other players fault for still casting/attacking a knight in pb. 2-3 consecutive blocks and you're still attacking me? Yeah, you deserve to have your spells and mana wasted. I'd use pb without messing with the animation and retards would still go all the way in.
I can't have my eyes on every single knight in a rvr situation and see if he casted pb and then hides animation. Nor can i know which lvl his pb is and how long it lasts. Sure after many blocks in a row it might be their fault, but the first failed cast is not, and shouldn't be.
Also let's not forget good old lamais where you can barely see animations anyway.
Takeyo
01-25-2017, 03:59 PM
I have similar sentiments to these thoughts. Mind push is an essential part of a mage's defense against warriors, and it's currently in a sad state. Mind push and roar are the same range (range 10) and observant barbs will simply cast roar at the same time.
With knights, once they get in range, it's a easy 12 s of knock on mages due to no UM, SOTW, PB + basically a guaranteed immobilize.
Regarding the knight movement speed buff. The current implementation allows the knight to gain 7.5 m on the target (3 s * 50% * 5 m/s), that's a lot for mages who have no movement speed boost.
If a change is made to make it easier for knights to initiate a CC chain, I think we need to be careful on how easy / strong they can keep the target under CC. Alternately, give mages a CC breaker like UM/SOTW/PB.
The reasoning is sound, and I have made some suggestions regarding this in the past:
One was a change to dome of protection, dramatically increasing the resistance buff and making it knock/stun enemies who cast spells within certain ranges. The duration of the power would be reduced, obviously.
Another was this spell (which you can look up on my original post here (https://www.championsofregnum.com/forum/showthread.php?t=108389) :naughty: ) :
Mana Dome:
Type: Aura, Casting: 1.5s, Area: 10, Cooldown: 120s
Duration: 60s
Cost: (mana) 400/460/520/580/640
Global Cooldown: Very Short
Buff on self AND nearby allies:
Gain a damage absorbing barrier that increases by 20/30/40/50/60 points every second up to a value equal to 100% of the caster’s maximum mana.
In tandem with energy barrier, that would make a mage downright tanky for 60 seconds if timed well.
The last one was this thing... it's kinda ugly, but maybe redeemable (also from another post that you shouldn't have to suffer the pain of reading :naughty: ) :
Brilliant Aura (channels a brilliant aura from the staff temporarily revealing a 30m area around the caster and granting immunity to crowd control, but preventing movement and casting, i.e. if the mage attempts to move or cast the channel and its effects will end)
esp_tupac
01-25-2017, 05:01 PM
[QUOTE=C4RB0N4;1871915]suggestions:
1. sultars range nerfed to 25m
Why nerf sultar again? it can no longer be chained. any knock that comes right after terror will lose its effect. It takes fucking 3 sec to cast and if enemy moves out range just in time warlock lose 500 mana? and it has 3min cooldown.
esp_tupac
01-25-2017, 05:02 PM
Why do mages need a 10% movement speed boost ?
cuz you pussy archer fuckers are running too fast and warlock can't catch?
C4RB0N4
01-25-2017, 05:22 PM
cuz you pussy archer fuckers are running too fast and warlock can't catch?
well, that too. My main idea was to avoid barbarian and knight rush better. since position oftenly gets random it's either you miss mind push or you cast if uselessly, as you get roar even after 3 secs from mindpush (i'm mainly talking about lvl 3. with lvl 5 it'd be too much in which case it should be nerfed).
such mind push will allow you to gain something even if you miss it and yet, barb could catch you if he times roar well. On the other hand, i really wouldn't mind slow nerf as with such mp it'd be too much power skilled at high lvl
C4RB0N4
01-25-2017, 05:24 PM
[QUOTE=C4RB0N4;1871915]suggestions:
1. sultars range nerfed to 25m
Why nerf sultar again? it can no longer be chained. any knock that comes right after terror will lose its effect. It takes fucking 3 sec to cast and if enemy moves out range just in time warlock lose 500 mana? and it has 3min cooldown.
since range is nerfed, sultars spam at 30m is too powerful
also it's not the best spell for pvp chains if u mean it
Sentan
01-25-2017, 05:34 PM
since range is nerfed, sultars spam at 30m is too powerful
also it's not the best spell for pvp chains if u mean it
just reduce Sultar damage to targeted enemy but keep full damage to all enemies around that target ;) Fireball works in similar way but it does full damage to target and reduced to enemies around.
Hollow-Ichigo
01-25-2017, 06:08 PM
cuz you pussy archer fuckers are running too fast and warlock can't catch?
I see, as well as warlocks being good at everything they need to run faster too. Gotcha.
Hayir
01-25-2017, 06:21 PM
Feel like most hunters are unhappy with these changes, so here some ideas for a imo better pet hunter approach:
First of all, spells from the pet tree will use the pets mana, with the exception of taming and reviving the pet. For the stronger spells maybe shared mana costs.
Combine Revive Pet and the new Natural Dominance. Give this spell also a passive which drastically increases pet health and damage resistance while also drastically decreases the damage.
Change training to a aoe spell with:
lesser creature: x pierce dmg, -50% cast speed
beast: x slash dmg, -50% attack speed
monster: x blunt dmg, immobilize
Change natural armor:
lesser creature: rake (that's pretty much tear apart dmg wise?)
beast: x dmg, -const, -int
monster: x dmg, -protection
Change bestial wrath: Removes the passives from the new Natural Dominance for x seconds and gives damage bonus
Change Heal pet:
lesser creature: aoe resist +x% dmg
beast: aoe +x% cs +x% as
monster: aoe +x% dmg
Change Skin of the beast:
lesser creature: dizzy
beast: cannot attack
monster: knock
Change Revive Pet: Pet takes x seconds all cc on targeted ally
I think with these kind of spells pet hunter would be viable, you prolly won't even have to max out the tree.
Edit: Since you are trying to make pet hunters more viable, imo trolls and other huge pets should shrink a bit once they are tamed.
C4RB0N4
01-25-2017, 07:00 PM
just reduce Sultar damage to targeted enemy but keep full damage to all enemies around that target ;) Fireball works in similar way but it does full damage to target and reduced to enemies around.
damage isnt the point. knock from that far is
Lebeau
01-25-2017, 07:07 PM
just reduce Sultar damage to targeted enemy but keep full damage to all enemies around that target ;) Fireball works in similar way but it does full damage to target and reduced to enemies around.
But, I thought NGD had completely removed "splash damage" as a area game mechanic several updates ago (i.e. now, same damage to all, no 1/2 damage rule). Am I mistaken?
:o
halvdan
01-25-2017, 07:19 PM
But, I thought NGD had completely removed "splash damage" as a area game mechanic several updates ago (i.e. now, same damage to all, no 1/2 damage rule). Am I mistaken?
:o
Yes you're mistaken. Some sniffy idiots from RA went high that "splash dmg was removed" last year too.
But splash dmg was removed only from Sultar, not from fireball.
Pery3000
01-25-2017, 08:42 PM
Ah i thought they intended to reduce the bow range to make this game a bit more actionpacked rather than balancing.
Cant deny that Marks with amus are still too strong.
(will prolly not take focus and/or killer instinct in my main build tho, but will test further it in a real rvr fight)
Not worth using any of those spells. Can't even afford them. Also the malus on focus would put you in sticky situations. Killer instinct is still limited to fort.
Also no range 25 bows at lvl 60? In the past we had range 25 sb's at cap lvl.
Skjringsaal
01-25-2017, 10:49 PM
Only for Terror, and I imagine, more areas. It seems to be a new line of thinking for the updated skills. I find 1,25sec quite a long time to stop a warlock casting it, and even more for preventing from falling on Terror area. Also the wey you stand or the consideration of where the warlock is and what is he going to do make that knock something not OP.
DogFish
01-26-2017, 04:48 AM
There's a few spells that I think are pretty important to discuss and are missing from the proposed changes.
Mind Squasher
Confuse
Divine Intervention
I don't know what the right answer on how to rework those, but wanted to make sure they got included in the discussion.
saumya
01-26-2017, 06:07 AM
There's a few spells that I think are pretty important to discuss and are missing from the proposed changes.
Mind Squasher
Confuse
True^^ these 2 really really need a rework.
I dont believe that both of these spells are totally wronged, they are indeed needed ingame, but the fact is that they are ABUSED.
Many people use confuse on a simple 2v2 or even a 2 v x, when theres only 1 conju and 1 barb on the other side versus many, one hunter does confu lvl 5, and bam barb is vulnerable for so long, conju just stands like a dummy doing nothing. I dont think this is so easy, but maybe, the spell can be made as such that it only works when there is a mage around the conju were casting it on?^^ Im not sure.
About MS, again, yes it is very much abused, people whine about complains on ms saying they use it on overbuffed people only.
Really? Ask any barb that plays a lot, you will only get 1 answer ''Hell no.''
OF course so many spam it on simple fair fights, when the barb dosent have ANY aura or defense buff but they still use it even on a solo barb trying to rush 5+ people trying his best to get a kill and then comes 2-3 MS.
Ms' CD was surely increased so it dosent get abused, but once it works, IT KILLS. So your mission is accomplished, waiting 60s is not much.
And apart from that, all its low mana.
Takeyo
01-26-2017, 06:38 AM
True^^ these 2 really really need a rework.
I dont believe that both of these spells are totally wronged, they are indeed needed ingame, but the fact is that they are ABUSED.
Many people use confuse on a simple 2v2 or even a 2 v x, when theres only 1 conju and 1 barb on the other side versus many, one hunter does confu lvl 5, and bam barb is vulnerable for so long, conju just stands like a dummy doing nothing. I dont think this is so easy, but maybe, the spell can be made as such that it only works when there is a mage around the conju were casting it on?^^ Im not sure.
About MS, again, yes it is very much abused, people whine about complains on ms saying they use it on overbuffed people only.
Really? Ask any barb that plays a lot, you will only get 1 answer ''Hell no.''
OF course so many spam it on simple fair fights, when the barb dosent have ANY aura or defense buff but they still use it even on a solo barb trying to rush 5+ people trying his best to get a kill and then comes 2-3 MS.
Ms' CD was surely increased so it dosent get abused, but once it works, IT KILLS. So your mission is accomplished, waiting 60s is not much.
And apart from that, all its low mana.
Confuse is a really tough call to make, but Mind Squasher is simple to solve. Double the cooldown, and make its effect temporary with a certain reasonable duration. Just to make sure it's only going to be used for important overbuffed targets, they could also make it do really crap damage, but that's completely optional.
rekkles12
01-26-2017, 08:45 AM
Stop trying to nerf hunters even more wow....
saumya
01-26-2017, 09:01 AM
Stop trying to nerf hunters even more wow....
Try playing a conjurer instead of all time overgeared hunter.
kowocki
01-26-2017, 10:01 AM
There's a few spells that I think are pretty important to discuss and are missing from the proposed changes.
Mind Squasher
Confuse
Divine Intervention
I don't know what the right answer on how to rework those, but wanted to make sure they got included in the discussion.
confuse was already nerfed
simplest solution with the remaining two-> remove both or make MS remove foreign buffs (including DI) with 100% chance at lvl 5 with damage reduced to neglible 5-10 blunt damage (so it works on DI target)
kowocki
01-26-2017, 10:10 AM
My game experience since 2011 is Barb~Knight>>hunter>marks
Regarding spell changes (i ll skip mage as have no experience in them) i propose looking at/change:
1) Knight spell trees are well balanced tho NGDs proposal look interesting and may make knight more fun
2) Barb needs only balancing of dual wield vs 2-handed weapons
It can be achieved by:
-making all offhands slow
-adding range 2 to all 2-handed weapons
-nerfing offhands base damage
-making spells like fulmi, thirst for blood, overhelming strenght work only with 2-handed weapons-> i personally dislike this idea as dual wield barbs will invest these points into other spells with unpredictable effect
3) Warrior spells:
Mindsquasher-> any change must be connected to changes with DI
crash and rigorous preparations need some love from NGD
Throatcutter-> havent seen warzone use of this spell since WM update, now only spamed in TDM to steal kills (can anybody confirm it can be used in defencive stance or is it just visual bug?)-> i suggest to increase cd/mana a bit and make it work like etereal arrow with 500 hp at lvl 5 (useful for knight and low lvl barb)
4) ARCHER:
Dodge-> change to sth more useful like cs boost
Cat reflexes-> change to resist ranged damage (lvl1 2%; lvl 5 10%)
Parabolic shot-> (it is a powerful spell that affects also spells with range 0)needs a malus mentioned in spell description-> nerf attack speed (need tme to apply more force for a long range shot)
Obfruscate-> change to -50%cs (at lvl 5) debuff on enemy
Projectile rain and repetition shot-> change to max 120% damage remove piercing damage-> so a bit nerf them
Meditation-> needs sth more useful then concentration
5) MARKSMAN:
Fire rain-> remove 100% damage-> don’t make marks a warlock with more range
Recharged arrows-> remove hp cost, boost mana cost to 30-40-50-60-70 and at lvl 5 (-50% critical hit chance) (make this spell useful for lowbie grinders again and nerf the OP out of scale criticals)
Fingercrush-> needs change
Cyclops curse-> boost effect on enemy to at least -50% at lvl 5
Strategic position decrease cd to 10 seconds to make it usable
6) HUNTER:
Camo corpse-> camo enemy corpse, affect also mass resurrection and selection in party window-> i see great potential in this spell at forts
exploding mob is interesting tho second spell add as ppl already suggested a "monster/creature speciality spell" so the pet will execute using its own mana (cd decreasing with each spell lvl) a ponce/rake/funny goblin spell that nerf cs/ troll roar etc.
mob also needs boost of damage-> boost bestial wrath to 33% at lvl 1 and 100% at lvl 5
Artemo
01-26-2017, 10:43 AM
Try playing a conjurer instead of all time overgeared hunter.
Try playing a hunter without op gear.
Throatcutter-> havent seen warzone use of this spell since WM update, now only spamed in TDM to steal kills (can anybody confirm it can be used in defencive stance or is it just visual bug?)-> i suggest to increase cd/mana a bit and make it work like etereal arrow with 500 hp at lvl 5 (useful for knight and low lvl barb)
No, it can't be casted in defstance. The animation of defstance needs some time to fade away, in that time you can cast throatcutter.
Sentan
01-26-2017, 11:07 AM
As for Barbarians...
Maybe it's perfect time to make 2h weapons better :) and please don't forget about non-subclass spells from main-class trees.
http://i.imgur.com/filovYg.png :)
Hayir
01-26-2017, 01:05 PM
I just noticed the spell duration +% is calculated on the spell descriptions. Great job on that.
Nothing major but if you have the spell duration amu equiped it also shows the duration of spells increased for which it isn't the case. That's only at the trainer window, not in the actual spell book later on.
http://i.imgur.com/jZhMkuR.jpg
Frosk
01-26-2017, 03:40 PM
Nuevos cambios ya subidos en Amun!
Nature's Fury (previamente Nature's Sacrifice)
Ya no hace falta sacrificar a la mascota para utilizar la skill. Se puede castear cuando se desee.
Daño punzante 125-200-290-395-500
Daño de fuego 125-200-290-395-500
Coraza de la bestia & Curar Mascota
Cast time: instantáneo
Vista Prominente
Rango de ataque (%): 2 4 6 10 15
Reducción de daño de mascota (%): 25
Strategic Position
Ranged Received Damage (%): 5 7 9 12 15
Protector's Temper
Physical Damage Resist (%): 2-4-6-8-10
Magical Damage Resist (%): 2-4-6-8-10
Protect Ally
It has been returned to what it was. The Absorb Damage effect has been moved to Paladin's Aid, in the Knight's Warmaster skill tree.
---
Misc.
All those who had issues related to their characters not existing in Amun should no longer face this issue.
---
Regarding spells such as Mana Burn, Mindsquasher, Divine Intervention, Camouflage Corpse: We're aware of the problems these skills generate, each in their own way, and of course we will modify them.
We already have solid ideas on how to do this, but it'll be done in the next balance revision, as we first want these changes to be released, tested, corrected and established in everyone's day to day gaming experiences. This way, it'll allow us to have a much more solid ground to work on.
Best! :)
Hayir
01-26-2017, 03:45 PM
Protector's Temper
Physical Damage Resist (%): 2-4-6-8-10
Magical Damage Resist (%): 2-4-6-8-10
Protect Ally
It has been returned to what it was. The Absorb Damage effect has been moved to Paladin's Aid, in the Knight's Warmaster skill tree.
The new def stance already hurts knight tanking quite a lot, i am not sure why you decided to nerf protector's temple now.
Also it would be a lot better imo to make blessed the old paladin's aid now.
Hollow-Ichigo
01-26-2017, 03:48 PM
Nuevos cambios ya subidos en Amun!
Nature's Fury (previamente Nature's Sacrifice)
Ya no hace falta sacrificar a la mascota para utilizar la skill. Se puede castear cuando se desee.
Daño punzante 125-200-290-395-500
Daño de fuego 125-200-290-395-500
Coraza de la bestia & Curar Mascota
Cast time: instantáneo
Vista Prominente
Rango de ataque (%): 2 4 6 10 15
Reducción de daño de mascota (%): 25
No need to sacrifice the pet to use the skill. It can be casted when desired.
Shock damage 125-200-290-395-500
Fire damage 125-200-290-395-500
Armor of the Beast & Heal Mascot
Cast time: instant
Prominent View
Attack range (%): 2 4 6 10 15
Pet damage reduction (%): 25
__________
Not bad, the -50% dmg reduction was awful.
Anunnaki
01-26-2017, 04:01 PM
That not bad but pet still cost too much power points and mana.
It would be good if you place hotkeys for pet attack mode
Lebeau
01-26-2017, 04:07 PM
Yes you're mistaken. Some sniffy idiots from RA went high that "splash dmg was removed" last year too.
But splash dmg was removed only from Sultar, not from fireball.
Well then, if that is indeed so, then allow me to join all of those saying that splash damage SHOULD be completely removed from CoR. With some exceptions (which can be fine-tuned; say Fire Rain's damage for example), area spells' damage is still exactly the same as it was years ago, before the 60-lvl cap & improved armor changes that lowered net damage. Rightly, area spells should do FULL damage to ALL targets within the area of effect, or do MORE damage in order to compensate proportionally with this loss. 'Nuff said, so please fix this too....
:lighten:
Alenox_I
01-26-2017, 05:04 PM
The new def stance already hurts knight tanking quite a lot, i am not sure why you decided to nerf protector's temple now.
Also it would be a lot better imo to make blessed the old paladin's aid now.
They should replace OS with a reactive defensive skill and i think we'd be quite okay
halvdan
01-26-2017, 06:45 PM
Protector's Temper
Physical Damage Resist (%): 2-4-6-8-10
Magical Damage Resist (%): 2-4-6-8-10
So basically, former Protector temple got de facto +3% physical resistance and Arcane constitution got -5% nerf.
This +3% physical resistance and -5% magical resistance alongside the additional +5% damage resistance bonus on Defensive stance is going to be the trade-off for 150% protection removal?
Is this trade-off going to be the change that will "provide strong resistance against higher damage dealers, such as barbarians."?
Defensive Instance
....and at the same time it didn’t provide a strong resistance against higher damage dealers, such as barbarians.
Therefore, the protection bonus has been removed, and its damage resistance value has been slightly buffed.
You can't be really serious. This update is just forcing knights going to play Knarb instead Tank + Support. Huge minus from me.
Hayir
01-26-2017, 07:42 PM
So basically, former Protector temple got de facto +3% physical resistance and Arcane constitution got -5% nerf.
This +3% physical resistance and -5% magical resistance alongside the additional +5% damage resistance bonus on Defensive stance is going to be the trade-off for 150% protection removal?
Is this trade-off going to be the change that will "provide strong resistance against higher damage dealers, such as barbarians."?
You can't be really serious. This update is just forcing knights going to play Knarb instead Tank + Support. Huge minus from me.
Well yea, they added a really nice support spell with the absorb one. But at the same time they improved knarbing by a lot.
When i tested def stance against marks today, it was really bad imo. It was a marks with quite bad gear, no wm jewelry and bad weapons. He did hit me around 130 thru def stance.
Only with def stance + caution 5 + deflecting barrier i was able to get it down to around 60.
Also just using sudden strike already increased the damage a lot.
That's still more than he would hit me with his gear on the current system with def stance alone.
Meanwhile tanking against barbs didn't improve by much either.
I feel like only way to properly tank now is to get the duration amu and pb 5 and rotate pb - ao1 - pb. And prolly block on a high lvl too and hope to be lucky. Gonna be really mana expensive.
Conjus will have one more class to take care of from now on.
And knarbs will have some fun in 1v1s etc.
Edit: Fort wars will be still fine probably. I think big scale open field will be a lot harder for knights though.
Anunnaki
01-26-2017, 09:04 PM
Regarding spells such as Mana Burn, Mindsquasher, Divine Intervention, Camouflage Corpse: ...
Best! :)
Don't forget as well, to neft duration of those spells. Using them lvl +4 is too op
darkness
sadistic servants
mind-trick
01-26-2017, 10:07 PM
Vista Prominente
Rango de ataque (%): 2 4 6 10 15
Reducción de daño de mascota (%): 25
Now you made this twice as worse. Pls just remove this spell, its boring and stupid. Hunters should simply not have it, nor will it do any good for the game. Why give them their 35 range back? thats what youre basically doing, and i actually want to make my pet useful for once
Pery3000
01-26-2017, 10:08 PM
No more 60 normal's on knights? Incredible :gun_bandana:
MDpro
01-26-2017, 10:34 PM
Just replace Troll's Skin with the Knight's Haste spell and call it a day. No changes to knight's passive def or Def Stance is needed. The SW/SS range increase is good too, although I'd rather see Deflecting Barrier have the range increase instead.
Sentan
01-26-2017, 10:36 PM
Finally no more GOD mode against mages and archers as knight :)
Kimahri_Ronso
01-27-2017, 05:07 AM
Don't forget as well, to neft duration of those spells. Using them lvl +4 is too op
darkness
sadistic servants
Darkness was already nerfed, so was confuse. Nerfing them even further will make them just useless imho
What makes me wonder is...Which spell(s) will warlocks drop to get those buffed-up old ones :rolleyes:
Anunnaki
01-27-2017, 10:32 AM
Darkness was already nerfed, so was confuse. Nerfing them even further will make them just useless imho
What makes me wonder is...Which spell(s) will warlocks drop to get those buffed-up old ones :rolleyes:
If DI will be nerfed then Darkness must be nerfed too. And you can't compare darkness with confuse, it is far more op.
halvdan
01-27-2017, 10:37 AM
If DI will be nerfed then Darkness must be nerfed too. And you can't compare darkness with confuse, it is far more op.
DI (actually DI barbs) needs nerf and that fact is independent on darkness. Darkness got already huge nerf and it's still dispellable by PA. Darkness getting nerfed further would lead just to locks remove it from their setups.
Sentan
01-27-2017, 11:06 AM
DI should be situational spell with maximum 20 sec duration but at the same time with lower cooldown 40/50.
I don't mind with lower duration of Darkness or Confuse but only if casting time will be shorter+global cooldown short/v short... it could make game more dynamic and fun.
About MS... 100% would be cool but only for an ally buffs with different cooldown per skill lvl... for example 80/70/60/50/40 sec.
Imo dispel needs some changes as well. Same as MS, 100% chance but with longer cooldown per power point levels: 35/30/25/20/15.
I don't know why NGD doesn't want to get rid of spells that are affected by randomness. At least they changed UM ;o
Jippy
01-27-2017, 02:36 PM
Finally no more GOD mode against mages and archers as knight :)
You all know there will no longer be support knights after this right?
Instead of taking away all the protection how about trim it down to 50% at max level? Support knights still need some tanking ability and not just for 20 seconds... :swordfight:
Sentan
01-27-2017, 02:54 PM
You all know there will no longer be support knights after this right?
Precise Block got 30 sec on cooldown and 9 sec Duration if you cast PB then Ao1 your PB will be ready again after 20 sec... then you will have to survive for 20 secs so both Ao1 and PB will be ready... add all auras from an allies such as Heroic Presence, Deflecting Barrier + passive resistances, new def stance and defensive WM jewells. I won't even mention dragon set bonuses and enhancements placed in armors. Huge buff against barbs and finally archers and mages will have chance to kill knight faster and at the same time knight will get ability to catch them. NGD also buffed support spells so I don't see any problem. New Paladin's Aid is just epic, SS+SW from 6 to 10 area as well. But of course we need to see how it will work on live servers. :)
<EDIT> Yes, mana will be the main issue for knight after this patch but they still can buff WM spell Blessed and instead of useless +200 hp change it to mana.
Hollow-Ichigo
01-27-2017, 02:56 PM
Precise Block got 30 sec on cooldown and 9 sec Duration if you cast PB then Ao1 your PB will be ready again after 20 sec... then you will have to survive for 20 secs so both Ao1 and PB will be ready... add all auras from an allies such as Heroic Presence, Deflecting Barrier + passive resistances, new def stance and defensive WM jewells. I won't even mention dragon set bonuses and enhancements placed in armors. Huge buff against barbs and finally archers and mages will have chance to kill knight faster and at the same time knight will get ability to catch them. NGD also buffed support spells so I don't see any problem. New Paladin's Aid is just epic, SS+SW from 6 to 10 area as well. But of course we need to see how it will work on live servers. :)
Only problem with it will be mana, especially now that SW and SS are 300 each.
halvdan
01-27-2017, 03:06 PM
You all know there will no longer be support knights after this right?
Instead of taking away all the protection how about trim it down to 50% at max level? Support knights still need some tanking ability and not just for 20 seconds... :swordfight:
Yeah exactly. Support knight, unlike knarb, needs to be on the pitch much longer time than the duration of Ao1. For knarb, yeah this is fine.
And talking about "9sec of precise block then 20 secs of ao1 and then survive another..." is just theory, precise block is situational spell. And also 9secs of standing still isn't very well time spent for knight for that mana cost.
Besides, the gap between OP geared knights and normal knights is just much wider now. Now knight with OP gear can still tank several fully buffed barb hits with defensive stance, where knight with common decent gear is just butter . We've tested it on Amun, so we can skip contradicting that fact ;)
As I see it, with nerf of def stance, NGD succeeded to give ranged classes possibilities to hit knights, but completely wrecked the balance between knight and barbarian in rvr. I'd expect trade-off of those 150% AP in def stance for -40% melee damage received, not this nonsense.
Jippy
01-27-2017, 03:58 PM
If knights need to hump trees to survive then I will just play my barb again (and so everyone else) so get ready for barb spam :ranting:
Ludwig-von-Mises-I
01-27-2017, 07:34 PM
As I see it, with nerf of def stance, NGD succeeded to give ranged classes possibilities to hit knights, but completely wrecked the balance between knight and barbarian in rvr. I'd expect trade-off of those 150% AP in def stance for -40% melee damage received, not this nonsense.
Not only in my opinion is there more unbalance against the knight but warlocks are even more overpowering against knight then they already where before. And now archers will rip knights apart because it is very easy to counter that movement buff for 3 seconds. Just cast an immobilize and or cast son of the wind and a slow debuff spell against a knight and their done for. Archers will run around the knight in circles. And with new pet? Bye bye knight.
Knights now seem even more complete trash then it was before. Isn't one of the main titles for this update "Balance"? Or am i correct in assuming that it was really only balance for certain classes?
And about that so called God Mod? Knight was never in God Mod. It is now clear to me that people just wanted to kill knights faster like they do other classes. And i think maybe NGD may have fallen for it or intentionally done it by removing the old ID and not giving the knight a proper replacement for this loose. Those who are warlock and say knight had God Mod clearly do not know how to play warlock or know how to play but are clearly biased against knight and want the changes for an even more easy kill like they kill other classes. I know some of those biased warlocks who never cared about balance in pvp but just more power for themselfs. pffs pethatic.
Tenel_Ka
01-28-2017, 12:28 AM
...
Pretending that there's a conspiracy against knights, or calling others biased when you're clearly biased towards knight, doesn't contribute anything. We know that warriors suck against range in 1v1, but this game isn't balanced for 1v1. This thread is being read by NGD, so please make constructive criticisms instead of whining.
On Topic:
As I see it, with nerf of def stance, NGD succeeded to give ranged classes possibilities to hit knights, but completely wrecked the balance between knight and barbarian in rvr. I'd expect trade-off of those 150% AP in def stance for -40% melee damage received, not this nonsense.
Defensive Stance: I agree with Halvdan here. The damage received in Defensive Stance from ranged attacks should be increased, but melee damage should be reduced. Current Defensive Stance is not enough.
Protector's Temper: If Defensive Stance isn't going to be improved, please revert this passive back to 15% resists at Level 5. Currently it's not enough for tank/support knights.
Paladin's Aid: Please add to the description of Paladin's Aid that you must remain within 8 meters range for the duration of the spell.
Strategic Position: At only -15% and with a short duration, is anyone going to skill this? Defense points are already put into Acrobatics and Evasive Tactics.
Focus: Focus functions like a heavily nerfed Parabolic Shot. Are there any plans to balance the two spells so marksman might be inclined to use it?
Prominent Sight: This also seems to be a nerfed Parabolic Shot, and doesn't belong with the other pet skills. A skill that improved pets in some way might be more logical.
Wind Wall: Why nerf this? Keep in mind that mage armor point values were not raised with the introduction of WM jewellery. Reducing range back to their original values is not enough for -25% to be sufficient.
Sorry if I've said anything incorrect, haven't played some of these classes in a while.
Ludwig-von-Mises-I
01-28-2017, 01:11 AM
Pretending that there's a conspiracy against knights, or calling others biased when you're clearly biased towards knight, doesn't contribute anything. We know that warriors suck against range in 1v1, but this game isn't balanced for 1v1. This thread is being read by NGD, so please make constructive criticisms instead of whining.
You just admitted that knights are unbalanced against ranged classes yet when i say something of the like you say its a conspiracy theory? What? Or when i say NGD had something to do with it you call it a conspiracy theory when in fact they are the ones who make these changes? Its their game. Get it?
And about that so called God Mod? Knight never had God Mod. It is now clear to me that people just wanted to kill knights faster like they do other classes. And i think maybe NGD may have fallen for it or intentionally done it by removing the old ID and not giving the knight a proper replacement for this loose.
This is a fact like in self-evident facts on the ground. I have tested them. It is a fact that the new spells for knights and their nerf do exactly as i say. They do more damage on knights and that 3 second spell buff is no recompense for their loose.
And saying that i am biased for knight makes no sense. I am only biased for balance and as i see it knight is the most unbalanced class when it comes to pvp with ranged classes which you just admitted to yourself. :naughty: Anyways, if i talk more about knights thats logical because thats my main class.
If i was truly biased i would have asked for the removal of spells from lock which i think i have never done. I don't even think i'v asked for the removal for any spell on any class. I may be wrong.
Its funny and contradicting when people say its not about pvp balance when trying to hide their own ehm biases and yet complain that their specific class is so ehm unbalanced against this other ehm class in pvp. Now thats pathetic and contradicting and hard to find any balance taking advice from these kinds of people.
Regards.
Tenel_Ka
01-28-2017, 03:07 AM
...
As I said, please make constructive criticisms instead of whining or writing unnecessary paragraphs.
If you wish to argue with me or spam some more, enable PMs and message me.
saumya
01-28-2017, 05:46 AM
Try playing a hunter without op gear.
Try quoting me unless you already know what i play, so clearly you dont know.
Kimahri_Ronso
01-28-2017, 06:37 AM
Defensive Stance: I agree with Halvdan here. The damage received in Defensive Stance from ranged attacks should be increased, but melee damage should be reduced. Current Defensive Stance is not enough.
Protector's Temper: If Defensive Stance isn't going to be improved, please revert this passive back to 15% resists at Level 5. Currently it's not enough for tank/support knights.
Paladin's Aid: Please add to the description of Paladin's Aid that you must remain within 8 meters range for the duration of the spell.
Strategic Position: At only -15% and with a short duration, is anyone going to skill this? Defense points are already put into Acrobatics and Evasive Tactics.
Focus: Focus functions like a heavily nerfed Parabolic Shot. Are there any plans to balance the two spells so marksman might be inclined to use it?
Prominent Sight: This also seems to be a nerfed Parabolic Shot, and doesn't belong with the other pet skills. A skill that improved pets in some way might be more logical.
Wind Wall: Why nerf this? Keep in mind that mage armor point values were not raised with the introduction of WM jewellery. Reducing range back to their original values is not enough for -25% to be sufficient.
Sorry if I've said anything incorrect, haven't played some of these classes in a while.
You haven't, +1 to all of this ^^
Kimahri_Ronso
01-28-2017, 07:33 AM
All those who had issues related to their characters not existing in Amun should no longer face this issue.
Why do I have to choose a realm then?
hardboy
01-28-2017, 10:44 AM
since some consider that hunters got a nerf, i feel quiet the opposite, hunters got an upgrade
an area which deals 1k damage and 3 second knockdown, that is sounds like a sultar to me, now everyone will run away from any pet that comes rushing towards them
imagine this spell being used in a 1v1, it will guarantee me the kill
as for warlocks, i am still not sure if i will skill golem fist and stalagmite, distributing power points is the real challenge
so how about giving 10 extra power points to all classes, so we can get to try out the new spells and everyone will be happy
Kimahri_Ronso
01-28-2017, 12:10 PM
Just a request, but could you please edit the original post so we can check easier the actual state of the changed spells?
Thanks
saumya
01-28-2017, 12:11 PM
l
as for warlocks, i am still not sure if i will skill golem fist and stalagmite, distributing power points is the real challenge
so how about giving 10 extra power points to all classes, so we can get to try out the new spells and everyone will be happy
Plus One, i dont think golem fist and stalagmite will be worth it, if they are, which other spell to remove? i mean clearly reducing levels wont be enough to put into them so will have to remove some, most we cant remove.
Id like the more power points to all classes idea, but imo 10 will be too unbalanced? Maybe. I think what actually would be much better would be 5 power points and about 100 or 200 discipline points. To all classes should be fine, no one will cry.
halvdan
01-28-2017, 12:14 PM
as for warlocks, i am still not sure if i will skill golem fist and stalagmite, distributing power points is the real challenge
Well, yeah. But one (of several issues of subclass) was, that all reasonable damaging spells were in one tree(elementals), and those spells were mostly only useful on level 5(which is also an issue with the new spells btw), which forced warlock to skill elemental tree to 19, which was very restrictive.
Like this, warlock can use also arcania tree to deal damage, which might give warlocks more options for different setups. But it would be cool, if stalagmite cooldown was reduced to 15(20) seconds like fireball(and another warlock, pure damaging spells) has.
Plus One, i dont think golem fist and stalagmite will be worth it Stalagmite is a spell with similar damage as fireball, + cast time only 1 second makes it finally interesting choice. As for golem fist, noone can really tell now, but it will be still good spell against classes with higher defense such as knight...well, not if knight ends like this.
Sentan
01-28-2017, 12:26 PM
While we are on Balance update... check this:
https://www.championsofregnum.com/forum/showpost.php?p=1844401&postcount=105
If it's really true why mages gain the same amount of power points from 50 to 60 level? They have only one available type of weapon and 3 subclass trees. I see huge imbalance here (if it's true ofc...). Can anyone confirm this?
godismyjudge
01-28-2017, 03:17 PM
While we are on Balance update... check this:
https://www.championsofregnum.com/forum/showpost.php?p=1844401&postcount=105
If it's really true why mages gain the same amount of power points from 50 to 60 level? They have only one available type of weapon and 3 subclass trees. I see huge imbalance here (if it's true ofc...). Can anyone confirm this?
Just check it out on any skill trainer website, you will see that a mage has more available power points than non-mage, exactly by the amount I say in that post.
Leily
01-28-2017, 04:27 PM
Just a request, but could you please edit the original post so we can check easier the actual state of the changed spells?
Thanks
https://cdn.meme.am/cache/instances/folder114/63441114.jpg
Please think about returning back Tremor on conjurer. It was an awesome spell to use.
Sentan
01-28-2017, 06:20 PM
Please think about returning back Tremor on conjurer. It was an awesome spell to use.
+1
http://i.imgur.com/8dlzO0N.png
I suggest to remove 'Clumsiness' and replace it with old Tremor:
http://i.imgur.com/1Pfmr2T.png
Reduce duration ofc :D
Kimahri_Ronso
01-28-2017, 06:39 PM
https://cdn.meme.am/cache/instances/folder114/63441114.jpg
lol
http://www.zingerbug.com/Comments/glitter_graphics/thanks_for_being_my_friend_2_puppies.gif
<3
OT: If killer instinct can only be used on fort and castle walls, what's the point of adding movement speed reduction to it?
You're inside all time, safe, nowhere to run.
Proposed changes:
-attack range +15%
-critical chance -50% OR target evade chance +50%
Elva Hunter
01-28-2017, 10:53 PM
Hello i just tried to log in on amum server to test the changes but my characters did not were there. i had to create a lvl 1 char. this is a bug? is there a way to fix or some code to make we hit lvl 60?
thanks
:syrtis:
Artemo
01-29-2017, 12:28 AM
I have the same problem now, no chars anymore. They were all there on the 25th though.
Elva Hunter
01-29-2017, 01:59 AM
Here's the changelog (it's quite huge so yeah... have fun!):
Bugfixing
- Modified: Bow ranges changed to their original values: 20, 25, 30 meters.
One question, those new bow ranges will be applied even in the new magnanite bows? and if so...may i ask what you guys will do with it's bows attack speed since, it now will no longer suit with the new range.
Example, a medium magnaninte short bow with range 20 or 25 will not keep up with a short bow attacking at fast speed. the only one advatage of new magnanite bows (and i am speaking specifically of the short bow) was the range. which was 30, and not 25 as the others bows. the damage was not much different of some pro ancient short bow with 60+ damage. so now with this change what will happen with the magnanite short bow? you guys will increase it's attack speed? i make the same question about the new magnanite long bow...that also will get Will be practically unusable attacking at slow speed from range 30.
Balance
Hunters
Natural Dominance
All Tame skills have been merged into one, meaning that you’ll only have to spend 5 points and you’ll be able to control any tameable lesser creature, beast or monster when you hit level 60.
Tame: 1 2 3 4 5
Mana: 150 225 300 350 400
Finally, the only thing i think lacked on this change is together with the fused tame, add the passive spells from pet discipline.
so, tame lvl 1, could also get the effect of the passive spells from pet tree in lvl 1. tame lvl 2, could get the passive effects in lvl 2, and so on.
Prominent Sight
Merging all 3 Tame skills left 2 empty spots. One of them will belong to Prominent Sight, which, in exchange for pet damage, it’ll allow the Hunter to reach farther distances. Useful when chasing escaping enemies or engaging at a distance.
Attack Range (%): 2 4 6 10 15
Pet Attack Damage (%) reduction: 25%
This skill will not serve it's purpose very well unless it be with instant casting time, or at least activable. Because it will be the same as making the pet hunter become a pet less for a few moments because it will attack further, but most likely the pet will not be there attacking the enemy at the same time, and the hunter with pet has less damage Than a pet less hunter.. In addition, if the effect of this skill takes too long and the enemy comes close, the pet of the hunter will not have enough damage, the hunter in this case will have to use 2 spells, bestial wrath and this new spell to try to balance the damage, and in that time wasting time on casting and with global coldown the pet user will not do enough damage.
In short, I have doubts about this skill, serious doubts.
Nature’s Sacrifice
The second empty slot will be filled by the first pet-based AoE skill the Hunter ever had. This power is basically a buff for your pet that lasts for 10 seconds. If your pet dies during those 10 seconds, it’ll release a powerful explosion filled with natural energy, which will deal damage to all nearby foes and knocking them for a small duration.
(Now you don't need to sacrifice your pet, you can cast it when you want to)
Piercing Damage 125-200-290-395-500
Fire Damage 125-200-290-395-500
Mana Cost: 120-210-300-390-480
I really don't think this kind of spell suit well for hunter class. Im not complaining about the spell in it self, seems kinda usefull, with a decent power and could make hunters "OP".
BUT...Area spells, and a pet blowing up seems a bit of weird to see in a hunter on my oppinion (a mere old hunter user oppinion).
So instead of create another sultar in the game, why you guys don't create an active spell to increase the pet movement speed and attack speed? pet users need the pet to arrive faster on the foe, not to blow up and destroy everything, this is not even fun (my oppinion just).
Other opption would be create an animal conection between the hunter and the pet, to make the pet take some % of the damage which the hunter is taking. all those spells would be so much more usefull and would not create any "mass rage" specially in the fort wars uppon hunters.
It's Just a hint, but please think about that ^^
Skin of the Beast & Heal Pet
Cast time: Instant
God, finally! this is a thing that since years already should been done. i lost the number of times in which i complained about this
Best regards,
Elva Hunter - Elite of Syrtis
:syrtis:
godismyjudge
01-29-2017, 09:00 AM
One question, those new bow ranges will be applied even in the new magnanite bows? and if so...may i ask what you guys will do with it's bows attack speed since, it now will no longer suit with the new range.
Example, a medium magnaninte short bow with range 20 or 25 will not keep up with a short bow attacking at fast speed. the only one advatage of new magnanite bows (and i am speaking specifically of the short bow) was the range. which was 30, and not 25 as the others bows. the damage was not much different of some pro ancient short bow with 60+ damage. so now with this change what will happen with the magnanite short bow? you guys will increase it's attack speed? i make the same question about the new magnanite long bow...that also will get Will be practically unusable attacking at slow speed from range 30.
Nothing needs to be done. Because Ancient short bows will now have only 20 meters range with fast speed and magnanite bow will have 25 meters range with medium speed. It will still have 5 meters range advantage.
Finally, the only thing i think lacked on this change is together with the fused tame, add the passive spells from pet discipline.
so, tame lvl 1, could also get the effect of the passive spells from pet tree in lvl 1. tame lvl 2, could get the passive effects in lvl 2, and so on.
This would be great. Hunters have real problems with lack of discipline and power points if they wan't to have a pet (because they must max out the tree to be useful) which doesn't die in one hit from barbarian or 3 hits from a marksman. Adding the protection and health passives into this one skill and creating 2 new active skills for the pet would be awesome.
Prominent Sight
I don't like this skill either, it just doesn't fit into a pet tree. And if it is not far enough in the tree, petless hunters could skill it, just to increase their range. It should at least require pet to be alive to use it.
Nature’s Sacrifice
The mana cost is very high. It looks powerful so it is probably needed, but to be useful, it will need to be combined with Skin of the beast, so it can reach into middle of a group. That is almost 1k mana. Consider using pet's mana for this. At the same time, modify pet's mana a little, so that mage can counter this by draining the mana from the pet by Energy Borrow, that - at level 5 - would drain mana bellow the mana cost.
Kimahri_Ronso
01-29-2017, 12:45 PM
Some suggestions.
Marksman
Killer instinct :
-attack range +15%
-critical chance -50% OR target evade chance +50%
Since you buffing up Hawk's gaze, IMHO recharged arrows needs a change too,
Recharged Arrows :
-Health per arrow (LV 1-5) : 12 14 16 18 20.
-Mana per arrow (LV1-5) : 22 24 26 28 30.
Knights
Knight's haste :
-Movement speed (%) : 10 15 25 35 50
-Duration : 4 sec
-Cooldown : 80 sec
-GCD : very short
-Mana cost :60 100 150 180 200.
-Paladin's aid and Blessed switches places,
-Blessed becomes the new spell, could be called "Sentinel",
Paladin's aid should be modified :
-Casting time :instant
-Mana cost : 150
-Cooldown : 50 sec
-Amount of heal : fix 400 HP.
Elva Hunter
01-29-2017, 01:10 PM
Nothing needs to be done. Because Ancient short bows will now have only 20 meters range with fast speed and magnanite bow will have 25 meters range with medium speed. It will still have 5 meters range advantage.
I really have to disagree here. the old range 30 on magnaninte bows were not an "advatage" due its 5 more range in comparation with the others short bows but the own range 30 for short bow in it self, especially to help using some spells from short bows discipline against mages.
Now with a so reduced range, the pourpose of own a magnanite sb will no longer exist. the damage difference is like nothing, some ancient short bows gives even more damage than the magnanite sb. so adjust the attack speed of the new magnanite bows to the new range for me seems essential.
and please Please register today's date, 01/29/2017. Because in a while, I'll be able to say "I warned".
Best regards,
Elva Hunter - Elite of Syrtis
:syrtis:
Sentan
01-29-2017, 01:13 PM
I've tested each new spell on Amun:
Arcana Strike - good that you reduced damage but mana cost should be reduced as well
Strategic Position - not sure; I would add this: Effect is doubled while in Fort Wall Walks and high zones of Castles.
Killer Instinct - fine
Hawk’s Gaze - mana cost still too high if used with Recharged Arrows
Focus - I don't like this change at all... just another copy of already existing spell in game - Killer Instinct... make bonus more unique such as +15% critical damage
Natural Dominance - fine
Prominent Sight - Attack Range it pet tree? Bad idea imo. Would be good if you change it to defensive spell: part of the received damage is redirected to pet 5/7/9/12/15%. -15% Pet damage
Nature’s Sacrifice - epic spell
Skin of the Beast & Heal Pet - +1
Defensive Instance - fine
Army of One - fine
Protector Temper - bring back to 15%
Knight’s Haste - reduce cooldown to 70 sec
Feint - ok
Shield Wall and Stars Shield - ok
Paladin's Aid - 40 sec on cooldown too OP with 8 sec duration
Stalagmite - reduce cooldown
Golem Fist - not sure about this; another clone (Ethereal Arrow :P)
Wind Wall - fine
Mass Pricking Ivy - epic
Mashu
01-29-2017, 01:15 PM
NGD could try optimize spells in the following way
Such that players explore more diverse setups, not just only 1 good setup and other spells are trash, so not worth skilling them.
Reduce archers damage due to WM rings and not range. WM rings could be class specific, adjusted per class. Alternatively reduce base damage, 600-700 normals are quite scary, arcana strike was sick.
But in general, I would appreciate such balancing that we see more diversity in setups. Not confuse 5, pet and 600-700 normals at the same time.
I really hope this gets addresses.
schachteana
01-29-2017, 01:42 PM
since this seems to have become an overall balance & spell suggestion thread, can we have vital surrender (http://regnum.wikia.com/wiki/Vital_Surrender) back, please? :(
Jippy
01-29-2017, 04:15 PM
I am kinda confused by the nerf of support knights in this balance update? I thought the goal was RvR play not PvP? Def stance isn't even worth skilling anymore I can't tank anything without using all my mana, if I use all mana tanking how can I support my realm?
PvP knights will be getting a buff with the increase in A01, that's the only knights you will see if this patch goes live...
halvdan
01-29-2017, 04:23 PM
I am kinda confused by the nerf of support knights in this balance update? I thought the goal was RvR play not PvP? Def stance isn't even worth skilling anymore I can't tank anything without using all my mana, if I use all mana tanking how can I support my realm?
PvP knights will be getting a buff with the increase in A01, that's the only knights you will see if this patch goes live...
No, you're not the only one I think. And all you wrote is true, but it's very frustrating for me to write here all over and over with ideas without been heard. If NGD keeps thinking they know better than actual support knights that are playing the game, what we can do.
If this is going live, I'll just quit knight. And I guess most support knights will do the same.
Hollow-Ichigo
01-29-2017, 04:31 PM
No, you're not the only one I think. And all you wrote is true, but it's very frustrating for me to write here all over and over with ideas without been heard. If NGD keeps thinking they know better than actual support knights that are playing the game, what we can do.
If this is going live, I'll just quit knight. And I guess most support knights will do the same.
I'd rather defensive stance stay the way it is, especially with the addition of golem fist -hp, its just gonna be too easy to kill knights.
Anunnaki
01-29-2017, 04:47 PM
This what RA players wanted, a class with good defence and also good dps and speed. Basicaly instead of playing barbs let's just play knight and make war boring AF.
Knight has already +5 ms legging and with knight’s haste they will very fast catch archers & mage.
To me knight was fine, it needed just some bug fixing and replacing some useless spells.
Defence stance was ok, but the new army of one with 20s and speed is not.
But anyway let's see what will happen.
Lebeau
01-29-2017, 09:23 PM
Lol the Wind Wall change is fine. Must skill it higher than leaving it on lvl 3 as you suggested. Not to mention amulets you can get to reduce more dmg. Even I sometimes have trouble doing high dmg on certain locks with crazy gear...
Uh, no, imho it's not fine at all ... & I never suggested skilling it @ 3. Take it as high as tree lvl possibly allows. Most lack -ranged% gears/enhancements, & many still don't have complete wmc jewelry sets either. To be truly fair, game mechanics MUST be balanced out, as much as is possible, for ALL who play CoR, whether newbie, journeyman, old-school vet, or old-pro (op) gear-whore.
Wind Wall
Since the warlock is gaining more damage, and marksmen now have to risk it out a bit more due to their range being decreased, naturally Wind Wall is being slightly nerfed.
Ranged Received Damage (%): -5 -10 -15 -20 -25
WRONG!
The warlock is NOT gaining more damage. Marksmen suffer NO sunstantive increase of risk.
WHY?:
1) You must skill these 2 lock spells in order to use them. No one currently does.
2) You lose at least 2 spells you had before in order to skill Stalagmite & Golem fist (likely other damage spells, cc's or areas), so overall, it ends up being a totally zero-sum gain +/-.
3) You actually have to get within 25m to cast either of these spells. Good luck with that versus a talented archer player.
4) You still usually won't ever get within that 25m threshold for long, if at all, unless the archer allows it so ... marks' new base range on most LB's is 30 (+10-20% from foresight) = 33-36m unbuffed, & even longer range if Parabolic shot &/or Focus are skilled & used (up to 46.5m without any +range% gears).
5) You want to nerf locks' ranged defense, & yet archer damage still remains as high as ever (500 to 600+/- uber-marks' norms anyone? Yay! NOT!).
The range advantage is still markedly obvious. Combined with high-dps setup, gears & jewels, a run-&-gun marks (or hunter) still remains overwhelming, nothing about the overall dynamic has really changed here. All loss is on the very top end of archers' ranges, so all of that is just an archer v archer consideration, since what extant surplus range beyond 25m that remains is still a really rather comfy cushion v any mages.
Thus, nothing should change. "Slightly nerfed"? REALLY!? There's a BIG difference between 25% & 35%, so just leave Wind wall alone, or maybe even increase it (20-25-30-35-40%), but at the very least, nerf less harshly (10-15-20-25-30%) as previously stated:
...
:lighten:
Takeyo
01-29-2017, 11:19 PM
I agree. Warlocks, being the "offensive" mages, really ought to have at least as good dps as marksmen. Maybe people are just playing them wrong, but it doesn't seem to work out that way, and considering the fact that they have significantly lower range than marksmen, I would think that their dps should actually be a little higher than marksman's dps, which it certainly can never be under current conditions.
I would add to this the notable fact that warlocks lack mobility and consistent defenses. I won't say they have *low defenses* per se, because they can be quite resilient if they manage to fully execute their drain combos and consume two charges of energy barrier while maintaining a steady stream of DoT with Vitality Absorption equipped, but that is extremely, wildly inconsistent, and the complete lack of mobility significantly exacerbates the issue. It was less of a problem back when warlock slows were so insanely oppressive, but they're largely balanced now.
These points together add up to a pretty good case for making warlock dps somewhere between a barbarian and a marksman, which is just impossible as things stand. Even with the recent "buffs" to warlock dps, it seems to remain just a little too inefficient or inconsistent for many people to take up, and we're left with the only alternative, the control warlock, which is rather a waste considering the fact that they lack pets and/or consistent defensive abilities.
I think that the crux of the issue is that it is too difficult to separate the control spells from the pure damage spells, meaning that if we give warlocks great dps, there will be no way to stop them from still having amazing control, and I've made suggestions already as to how to fix that problem. Either way, warlocks using slow, lockdown control builds, and long-ranged marksmen against classes that have no effective counterplay (warlocks as of current Amun build and barbarians in general), are both anti-fun and *feel* unfair. Both of those things should generally be avoided at all costs. They may crop up on occasion in unbalanceable situations, but those are outliers which don't really merit worry or consideration. The problem is that these classes are *consistently* performing this way, under most if not *all* circumstances.
I think we're moving in a good direction overall, but more fundamental adjustments need to be considered.
kowocki
01-30-2017, 10:28 AM
To all who complain a damage imbalance-> there will never be a balance as long as %based spells and buffs affect jewellery (noted by many ppl on this forum for years)
kowocki
01-30-2017, 11:00 AM
My old crazy idea about mage (i am noob in this matter, never played a mage so just i base on my "experience" of facing them as opponents+spells descriptions/"experiments" with hypothetical setups at slartis website)
1) reduce amount of power points to 85 at lvl 60
2) reduce amount of discipline points to 1703
3) keep four shared trees and do only two subclass specific trees-> sth like (for unknown reason cant attach a image file):
Conjuer trees:
1) life (unchanged)
2) summons (unchanged)
Mage trees:
1)mental
-arcane missile
-bettle swarm
-mind blank (moved from conjuer sorcery)
-mind push
-pricking ivy
-will domain
-silence
-NEW TIME MASTER-> effect of sanctuary+ cs+ big movement speed boost (mage tear apart space fabric and flows thru battlefield in etheric form)-> work as sanctuary for conju (so no chage much)+good escape spell for warlock (runs away but cant cast offencive spells)
-insightful (moved from conjuer sorcery)
-steel skin (same as above)
2) staff mastery (mostly unchanged)
3) mana control
-energy barrier
-mana burn
-synergy bond
-mana pool
-energy borrow
-ambitious sacrifice
-arcana devotion
-mana communion
-mana pylon
-evendims fury (moved from staff mastery tree)
4) enchantments
-force armour (moved from conjuer sorcery to boost warlock defence)
-new ally buff +15 class attribute at lvl 5 (no more complaining as barb why he gave me dexterity or as archer "wtf conju why strenght?)
-friendly shielding (moved from conjuer sorcery tree)
-bless
-karma mirror (moved from conjuer sorcery tree)
-bless weapon
-dispell magic
-magic barrier (moved from conjuer sorcery tree)
-materrial wall (same as above)
-mas dispell
kowocki
01-30-2017, 11:27 AM
Warlock trees:
1) arcana:
-vampirism
- "Laziness" at lvl 1 movement speed -10%, attack speed -5%; lvl 5 movement speed -20%, attack speed -25% needs mana cost rise and cd
-"petrify hands" effect of old laziness (so damage debuff) plus protection reduction similar to infuriate
-sadistic servants
-meteor
-soul keeper
-vitality absorption (buffed to 5% at lvl 1 and 25% at lvl 5)
-golem fist
-NEW Master of Doom->area 10 range 25, effect of darkness (with same duration) and mana cost/cd of old MoD
-sultar terror
2)elementalist:
-fireball
-freeze
-lightning
-frozen storm
-wind wall (wind is element after all)
-elemental exposure
-cremation (needs fire for it so element)
-magma blast
-twister
-summon lightning
SUM UP:
-we will cut lots of crap spells
-make mages more robust in play
-little or no change for conjuer/warjuer
-should make warlock more deadly and agile, boost it defence, make game more dynamic and fun, shorter spell chains due to more powerful curses
-warlock wont be god mode as reduced discipline/power points so more varied setups at warzone tho all useful, not same boring build we see all the time
Kimahri_Ronso
01-30-2017, 01:27 PM
Sorry Kos, stopped reading at some point, you're listing spells but many of them needs serious change.
Once I'll have time ( if ever ), I will try to sum up all spells for all tree, what is decent and what needs to be changed. Much work with it, I know, so can't promise anything :).
Takeyo
01-30-2017, 02:49 PM
Very good suggestions, Kowocki. Your ideas are far more conservative than the ones I proposed in my comprehensive rework suggestion posts, but all the same, the concept is pretty similar. I'm going to go out on a limb and say perhaps arcane devotion should be removed entirely in addition to all that you've said. My reasoning is simply that arcane devotion is much too polarizing and unhealthy and it contributes heavily to the difficulty of balancing mages. For a cast speed boost, they should either have a brief, high burst with an appropriately long cooldown, or they should have a moderately small boost, in the form of a stance which cannot be combined with the mind blank stance. It would be much easier to balance mage's damage if the conditions of constant +100% CS don't have to be considered.
Frosk
01-30-2017, 05:24 PM
More changes uploaded to Amun!
General
Fixed: Throat Cutter no longer instantly kills the Knight who has casted Paladin's Aid on an ally. Instead, it removes the minimum Health required for Throat Cutter to be used.
Fixed: Nature's Fury no longer affect dead characters.
Fixed: Nature's Fury no longer affect companions.
Fixed: The Stash Carrier should now work properly after its first use during the game session.
Added: Several descriptions for new spells, as well as modified ones.
Balance tweaks
Revive Pet
Cooldown reduced to 120 seconds.
Defensive Stance
Damage reduced now (%): 20 25 30 35 40.
Ethereal Mantle
Casting time now 0.5 seconds.
Sentan
01-30-2017, 05:46 PM
More changes uploaded to Amun!
Revive Pet
Cooldown reduced to 120 seconds.
Imo Cooldown of Revive Pet should change per power level. I don't see any reason to put more than one point in this spell.
Lebeau
01-30-2017, 06:47 PM
To all who complain a damage imbalance-> there will never be a balance as long as %based spells and buffs affect jewellery (noted by many ppl on this forum for years)
AMEN +1 :warning:
Jippy
01-30-2017, 07:51 PM
More changes uploaded to Amun!
General
Fixed: Throat Cutter no longer instantly kills the Knight who has casted Paladin's Aid on an ally. Instead, it removes the minimum Health required for Throat Cutter to be used.
Fixed: Nature's Fury no longer affect dead characters.
Fixed: Nature's Fury no longer affect companions.
Fixed: The Stash Carrier should now work properly after its first use during the game session.
Added: Several descriptions for new spells, as well as modified ones.
Balance tweaks
Revive Pet
Cooldown reduced to 120 seconds.
Defensive Stance
Damage reduced now (%): 20 25 30 35 40.
Ethereal Mantle
Casting time now 0.5 seconds.
Thanks for the change on def stance - I hope its enough to save support knight game play...
Hollow-Ichigo
01-31-2017, 01:19 PM
Throat cutter does not work against a DI'd target. Needs a fix.
schachteana
01-31-2017, 02:29 PM
To all who complain a damage imbalance-> there will never be a balance as long as %based spells and buffs affect jewellery (noted by many ppl on this forum for years)
since the introduction of wmc jewlery, boss amulet etc. dont give any reasonable bonus to players anymore. we all have elementary dmg jewlery now, so what's your point
kowocki
01-31-2017, 02:49 PM
since the introduction of wmc jewlery, boss amulet etc. dont give any reasonable bonus to players anymore. we all have elementary dmg jewlery now, so what's your point
except amulet the gold jewellery compared to wm is a joke when it comes to damage
You say its no m,atter now-> yes it is not as the server population consist mostly of old players (who slowly quit)
To revive this server we need to finish lvling update and balance 60 vs lower lvls
jewellery is one thing, benefits from lvl progresion are other.
IMO best solution would be:
you gain power points till lvl 50;
you gain discipline points till lvl 55
you gain attributes (including hp and mana) till 60
OR JUST MAKE LVL 50 1 000 000 exp so new players join full scale rvr and war zone activity asap, now its a black hole between lvl 35/40 and 50 with no content (broken realm tasks, hardly any mobs to grind, war zone buff that due to armour points and damage bias is no help at all)
kowocki
01-31-2017, 02:54 PM
Regarding bows:
Maybe let magna/dragon/wm and war zone boss bows keep their range so make them special and worth the effort (especially dragon craftable bows, wm bows, magna bows)
many ppl already have better bows via lucky boxes
giving the aforementioned bows extra 5m range will make them special and unique as it was intended
Kimahri_Ronso
01-31-2017, 03:19 PM
Regarding bows:
Maybe let magna/dragon/wm and war zone boss bows keep their range so make them special and worth the effort (especially dragon craftable bows, wm bows, magna bows)
many ppl already have better bows via lucky boxes
giving the aforementioned bows extra 5m range will make them special and unique as it was intended
Way too many has mag LB, +1 for leaving dragon bows on the current range
Hollow-Ichigo
01-31-2017, 03:32 PM
Regarding bows:
Maybe let magna/dragon/wm and war zone boss bows keep their range so make them special and worth the effort (especially dragon craftable bows, wm bows, magna bows)
many ppl already have better bows via lucky boxes
giving the aforementioned bows extra 5m range will make them special and unique as it was intended
Maybe for dragon bows but not Magna, nearly every archer on Ra has one.
schachteana
01-31-2017, 03:56 PM
except amulet the gold jewellery compared to wm is a joke when it comes to damage
You say its no m,atter now-> yes it is not as the server population consist mostly of old players (who slowly quit)
To revive this server we need to finish lvling update and balance 60 vs lower lvls
jewellery is one thing, benefits from lvl progresion are other.
IMO best solution would be:
you gain power points till lvl 50;
you gain discipline points till lvl 55
you gain attributes (including hp and mana) till 60
OR JUST MAKE LVL 50 1 000 000 exp so new players join full scale rvr and war zone activity asap, now its a black hole between lvl 35/40 and 50 with no content (broken realm tasks, hardly any mobs to grind, war zone buff that due to armour points and damage bias is no help at all)
yes I agree on everything you said, specially the highlighted stuff
sadly, the armor system still eats up all the damage from low players instead of reducing it relatively
Lebeau
01-31-2017, 05:37 PM
-5m range to bows, ALL bows, every last one, even yours, especially yours, just get over it :warning:
halvdan
01-31-2017, 06:27 PM
-5m range to bows, ALL bows, every last one, even yours, especially yours, just get over it :warning:
I'm crying :D
Takeyo
01-31-2017, 06:33 PM
-5m range to bows, ALL bows, every last one, even yours, especially yours, just get over it :warning:
At least mages get to actually be a ranged class again :razz:
_Enio_
01-31-2017, 07:18 PM
Will you add something dynamic for close range defense now that the range is finally back to normal?
I welcome this change, but i fear you are busting a chance to use this overhaul to create more dynamic gameplay on the way.
I also dislike that hints on its supposed role to be a ranged sitting duck.
I see the "role thing" as a much more relative separation between the 2 archer classes. Surprise and burst vs a more steady pressure. tricks and special tactics vs a more more direct approach. pets vs no pets etc.
If you reduce marks to the range thing, it gonna become even worse in the sense of gameplay.
As a reminder - Before bow range increase (Version 1.6.3 - which put marks gameplay into that turret role) there was:
* SoW +25% speed
* mobility +25% speed
* old escapist +40% (?) speed when close to an enemy
* low profile instant
* death sentence as an inscentive to get close (well was better when it was r25, was 30 at that point already)
I'm trying to point out - the gameplay was a lot more dynamic and fun. More risk and more reward.
Please, dont let this chance slip. Do intelligent changes, reduce power *while* adding dynamic tradeoffs.
If you dont do it now, itll be like in software - lets first make the product and then think about adding a Q&A process. You have 10x the work and break the buggy product completely in the process.
Thanks <3
Hayir
01-31-2017, 08:13 PM
Will you add something dynamic for close range defense now that the range is finally back to normal?
I welcome this change, but i fear you are busting a chance to use this overhaul to create more dynamic gameplay on the way.
I also dislike that hints on its supposed role to be a ranged sitting duck.
I see the "role thing" as a much more relative separation between the 2 archer classes. Surprise and burst vs a more steady pressure. tricks and special tactics vs a more more direct approach. pets vs no pets etc.
If you reduce marks to the range thing, it gonna become even worse in the sense of gameplay.
As a reminder - Before bow range increase (Version 1.6.3 - which put marks gameplay into that turret role) there was:
* SoW +25% speed
* mobility +25% speed
* old escapist +40% (?) speed when close to an enemy
* low profile instant
* death sentence as an inscentive to get close (well was better when it was r25, was 30 at that point already)
I'm trying to point out - the gameplay was a lot more dynamic and fun. More risk and more reward.
Please, dont let this chance slip. Do intelligent changes, reduce power *while* adding dynamic tradeoffs.
If you dont do it now, itll be like in software - lets first make the product and then think about adding a Q&A process. You have 10x the work and break the buggy product completely in the process.
Thanks <3
It's been a long time so i might completely remember it wrong, but didn't they remove/nerf this speed related stuff around the time they added strafing? Which i thought was the reason.
From a balance perspective i am not sure if i would want current archers to have these kind of spells again. From a fun perspective as an archer it would definetly be awesome.
_Enio_
01-31-2017, 08:49 PM
From a balance perspective i am not sure if i would want current archers to have these kind of spells again. From a fun perspective as an archer it would definetly be awesome.
I don't wanted to have it seem like i think it would be wise to do so, the whole balance ecosystem is completely different right now.
But, for example: Would you mind these powers back when Marks would leave the ability to cast offensive powers and do a fixed 100 damage a hit?
There is a point where you would not mind more dynamic defenses (or offenses) for the tradeoff in other parts.
And thats what i try to point out. I prefer the power slider turned down alot more (read: nerf) when instead the dynamic and fun slider and the utility (in RvR) slider gets tuned up.
And now i see the decrease in range gets a increase in defense as compensation
Something inside me screams:
"This is sooo wrong, this "buff" to balance the "nerf" could be invested so much better!"
Personally, apart from the great community, its
the feel of being useful to my team and
being able to outsmart my enemies by skill and experience
which provides incentive to play regularly and long term.
For the latter the amount of effect of personal skill and experience on scaling the outcome of a situation is most important. And this is, whats getting nerfed all the time.
Instead we have the importance of gear in the place of smart usage of tactics and spells to your disposal - this is boring long term.
The fun in improving your gameplay, to try to do better next time, to keep fighting the odds for the eventual victory etc.
To polish on builds, to talk about tactics and combos, both small scale as in war - this stands and falls with the amount of control and choices you have in the different situations..
But sorry, im losing track.. But hell, this is bothering me for years though, and i see those changes mostly positive so far.
But as i said, the compensation of "nerfs" (it really is more a shift in the ruleset since we have RvR and class x vs class y shouldnt be too much of a worry for balanceing RvR) could be so much better.
However, ill wait patient for the next bunch of changes.
Hayir
02-01-2017, 08:26 AM
But, for example: Would you mind these powers back when Marks would leave the ability to cast offensive powers and do a fixed 100 damage a hit?
There is a point where you would not mind more dynamic defenses (or offenses) for the tradeoff in other parts.
No I wouldn't mind, that's why i said current archer and mentioned strafing. Like you said the class would need more changes before giving them more dynamic stuff.
I am all for fun gameplay, as long as it is somewhat balanced and not getting frustrating for the others.
usuario_del_foro
02-01-2017, 03:48 PM
More changes uploaded to Amun!
Ethereal Mantle
Casting time now 0.5 seconds.
Much appreciated!
saumya
02-01-2017, 05:49 PM
Well as i guess the new update is coming soon. I think one easy change you can make is making lvl 55+ eligible for tdm, it will help to do tdm a lot, and please fix the common tdm bugs.
Also i have thought about something, for TDM. In many games if your level is lower for a proper match, your stats change.
Well basically, it is very easy, any lvl 55+ should get the same stats (attributes) as any other level 60, but cannot wear lvl 60 gear. Increasing armor points, attributes, damage, mana, health, may give a really equal fight. And well being high leveled dosent mean anything, you cant get xp from tdm, no wmc, no rp, just CC. And when u come back u cant wear champ stuff anyway. So i think it will be very equal and satisfying for every party that way.
Hollow-Ichigo
02-01-2017, 06:10 PM
Well as i guess the new update is coming soon. I think one easy change you can make is making lvl 55+ eligible for tdm, it will help to do tdm a lot, and please fix the common tdm bugs.
Also i have thought about something, for TDM. In many games if your level is lower for a proper match, your stats change.
Well basically, it is very easy, any lvl 55+ should get the same stats (attributes) as any other level 60, but cannot wear lvl 60 gear. Increasing armor points, attributes, damage, mana, health, may give a really equal fight. And well being high leveled dosent mean anything, you cant get xp from tdm, no wmc, no rp, just CC. And when u come back u cant wear champ stuff anyway. So i think it will be very equal and satisfying for every party that way.
It definitely needs to be considered, i TDM'd on Ra for 3 days and got 30k coins. Wouldve taken me a week or more on haven
halvdan
02-01-2017, 08:26 PM
Def stance: I've tested the new version of it against a barbarian. The results are, that barbarian damage is still higher than before update(despite what description of the update might suggest), that is where barbarian was hitting me with def stance 200 normal hits before, now it is over 320. That doesn't sound too good for a support knight.
As for other classes hitting knight in def stance, that looks fine. It's somewhat higher than before, but that was the purpose.
Just the fact that barbarian hits knight higher than before update isn't good at all, especially for support-tank knights.
Stalagmite: Reduce cooldown to 15seconds as fireball has. For a spell with such effect is 25 seconds too much.
Jippy
02-01-2017, 08:37 PM
Hey Frosk - I thought the trade off was ranged normal's would be higher but barb normals would be lower???
What gives :¬¬:
Pery3000
02-01-2017, 09:58 PM
Hey Frosk - I thought the trade off was ranged normal's would be higher but barb normals would be lower???
What gives :¬¬:
Lol when did they ever state this.<<<<<<(sarcastic mode because some of you took it to heart) These changes need to be implemented before changes to barbs/conjs can be made as Frosk and others have stated throughout this thread.
halvdan
02-01-2017, 10:25 PM
Lol when did they ever state this. These changes need to be implemented before changes to barbs/conjs can be made as Frosk and others have stated throughout this thread.
Defensive Instance
....and at the same time it didn’t provide a strong resistance against higher damage dealers, such as barbarians.
Therefore ...
Well, I don't know what else do you see in that statement. If they wanted to nerf def stance no matter what, they could've said just "we nerf it because it's super OP and most knights play knarb anyway so they'll be happy with Ao1 and speed buff".
Pery3000
02-01-2017, 11:50 PM
Well, I don't know what else do you see in that statement. If they wanted to nerf def stance no matter what, they could've said just "we nerf it because it's super OP and most knights play knarb anyway so they'll be happy with Ao1 and speed buff".
I was mostly trolling lol. All these comments have been about the same-thing over and over. Funny how NGD just said screw you and update Friday. Feelsgood. Dank normal's on knights now. I just went full ludwig. :naughty:
But I also understand that some barbs would never hit knights above 300's. I don't have that problem. My guess is that my normal's will be around 650+.
Also NGD said nerfs would come after this update to barbs and conjs. We are complaining about changes to something when barb hasn't been looked at yet. How do we know barb dmg won't be reduced in some way? How do we know if NGD will increase knight defense after it test's this current live update? Allow time for them to discern the situation please. I would assume fulmi/dual's to be looked at. I just don't like how people are saying the knight class is fully useless now. Do we forget how useless support knights were at lvl 50? a01 was the only saving grace.
halvdan
02-02-2017, 12:08 AM
I was mostly trolling lol. All these comments have been about the same-thing over and over. Funny how NGD just said screw you and update Friday. Feelsgood. Dank normal's on knights now. I just went full ludwig. :naughty:
But I also understand that some barbs would never hit knights above 300's. I don't have that problem. My guess is that my normal's will be around 650+.
Also NGD said nerfs would come after this update to barbs and conjs. I would assume fulmi/dual's to be looked at. I just don't like how people are saying the class is fully useless now. Do we forget how useless support knights were at lvl 50? a01 was the only saving grace.
Well actually, the new def stance really works vs high dmg hits. But the turning point is somewhere around 1.8K raw dmg. Below such dmg, it's weaker than old def stance.
Tested on normals, where barb hit me before 200, now around 320. Tested with fulmi norm, where barb hit me 750 before, now it was more like 550. AP bonus kind of works that way. Resists reduce damage moreless same no matter how high the damage is.
And also, for a knight fulmi isn't a real issue. It's just few moments which you've got to cover, with PB, Ao1, kick or smth.
But well, it's all theory for now. In war, there are auras, there are overbuffed barbs, so everything might look different after update.
But it's pretty twisted to say that Knight is one of most balanced classes and subsequently do such drastic changes on it.
Sentan
02-02-2017, 12:10 AM
They buffed knight support spells and gave one of the most usefull supporting spell in this game. In what kind they nerfed support knight? they just removed protection buff from defensive stance which was joke anyway. New passive resist and def stance will give better damage reduction against good equipped barbs and fulmi hits. Knight will be OP now for sure.
and please reduce cooldown of Stalagmite, thanks.
Hayir
02-02-2017, 03:49 PM
They buffed knight support spells and gave one of the most usefull supporting spell in this game. In what kind they nerfed support knight? they just removed protection buff from defensive stance which was joke anyway. New passive resist and def stance will give better damage reduction against good equipped barbs and fulmi hits. Knight will be OP now for sure.
and please reduce cooldown of Stalagmite, thanks.
Sure they added new support spells, i love that (still sad about loosing paladin's aid heal though). But that alone doesn't help a support knight. As others mentioned the tanking got worse, which is an essential part.
Also the mana costs got increased. So Conjus have another class they have to babysit a lot more. Now they not just have to spam even more mana on knights but also heals.
With all the mana drain around and increased mana costs support knights will have a real hard time. That feint mana nerf alone won't help that much.
And this is not something we have to see on the live server first. Support Knights already have mana problems and the mana costs got increased, so how could it be any better now.
Hollow-Ichigo
02-02-2017, 04:15 PM
Sure they added new support spells, i love that (still sad about loosing paladin's aid heal though). But that alone doesn't help a support knight. As others mentioned the tanking got worse, which is an essential part.
Also the mana costs got increased. So Conjus have another class they have to babysit a lot more. Now they not just have to spam even more mana on knights but also heals.
With all the mana drain around and increased mana costs support knights will have a real hard time. That feint mana nerf alone won't help that much.
And this is not something we have to see on the live server first. Support Knights already have mana problems and the mana costs got increased, so how could it be any better now.
Using sadistic servants on a knight basically makes them manaless, still not sure why both SW and SS got a 60 mana increase. Most spells for knight cost 200+ mana, especially the support ones. Gonna be interesting to see how fun it is to have 0 mana all the time
Sentan
02-02-2017, 04:17 PM
I've already said in this thread that mana will be the main issue for knights. :) About tanking and support skills... don't think so. I'm still waiting for rework on 'Blessed' WM spell to some mana regen skill :P instead of this shitty self +200hp.
+200 hp for 250 mana, casting time and long cooldown isn't worth at all if u lack of mana and running with 6k HP.
Lebeau
02-02-2017, 04:34 PM
...Gonna be interesting to see how fun it is to have 0 mana all the time
Not at all for me, Ichi, as I already know how much 'fun' it is to be at or near 0 mana most of the time I'm on my support knight in a fight (It's a nightmare I can tell ya').
Maybe these changes will encourage more party use, so conjs can easily rain down their goodies on allies, whilst warriors lay down the smack on enemies (I can dream can't I?).
:o
Hollow-Ichigo
02-02-2017, 04:38 PM
Not at all for me, Ichi, as I already know how much 'fun' it is to be at or near 0 mana most of the time I'm on my support knight in a fight (It's a nightmare I can tell ya').
Maybe these changes will encourage more party use, so conjs can easily lay out their goodies on allies, whilst warriors lay down the smack on enemies (I can dream can't I?).
:o
Nothing worse than having 0 mana and having to rest whilst your ally is getting 3 hit by a barbarian a few meters away lel.
Hayir
02-02-2017, 04:46 PM
I've already said in this thread that mana will be the main issue for knights. :)
Yes, many people said that, so why do you say knight support got buffed?
Doesn't help me much to have skills which i can't use.
With all the evendim's fury, energy borrow, mana burn, servants around i am out of mana all the time. And i already often have conjus in my party who give me a lot mana, at some point they just can't keep up. They can't just give me mana whole time and ignore healing and doing other stuff on other people + they gonna have to heal knights a lot more too from now on. It's ridiculous.
And ofc tanking is important for support. If i can't get close to my allies without getting nuked i can't support them well enough. We don't have real ranged support like conjus. If increased SW/SS range is supposed to compensate for that, i don't see it being that helpful in that matter.
In the end the tanking might be somewhat fine, i am not too sure about that. But i really dislike the mana situation.
Kimahri_Ronso
02-02-2017, 05:24 PM
I'm still waiting for rework on 'Blessed' WM spell to some mana regen skill :P instead of this shitty self +200hp.
+200 hp for 250 mana, casting time and long cooldown isn't worth at all if u lack of mana and running with 6k HP.
Yeah, imo a knight shouldn't be able to heal herself at all, an ally is fine, but herself.... That's why I suggested
-Paladin's aid and Blessed switches places,
-Blessed becomes the new spell, could be called "Sentinel",
Paladin's aid should be modified :
-Casting time :instant
-Mana cost : 150
-Cooldown : 50 sec
-Amount of heal : fix 400 HP.
but seemingly found only deaf ears. Too bad. Time will tell, again :p
Hollow-Ichigo
02-02-2017, 05:35 PM
Doesn't help me much to have skills which i can't use.
With all the evendim's fury, energy borrow, mana burn, servants around i am out of mana all the time. And i already often have conjus in my party who give me a lot mana, at some point they just can't keep up. They can't just give me mana whole time and ignore healing and doing other stuff on other people + they gonna have to heal knights a lot more too from now on. It's ridiculous.
And ofc tanking is important for support. If i can't get close to my allies without getting nuked i can't support them well enough. We don't have real ranged support like conjus. If increased SW/SS range is supposed to compensate for that, i don't see it being that helpful in that matter.
In the end the tanking might be somewhat fine, i am not too sure about that. But i really dislike the mana situation.
This is exactly why defensive stance is good enough currently, it doesn't take mana and it allows you to stay tanky and survive long enough to help. Giving warlocks a fixed -hp spell as well as barbarians hitting harder will just make it more difficult to support. How exactly will an enhanced army of one help at all? Especially when most of your mana is being used to save someone else.
Maybe I'm being over the top but I dont see any other way it could go.
Pery3000
02-02-2017, 06:30 PM
Lol.. Knights acting like they're the only one's with mana issues??? Mana issues have been always been a problem even before this change so Idk why the complains now.
Hollow-Ichigo
02-02-2017, 06:31 PM
Lol.. Knights acting like they're the only one's with mana issues??? Mana issues have been always been a problem even before this change so Idk why the complains now.
Wont have mana to PA you anymore, feelsbad
Pery3000
02-02-2017, 06:45 PM
Wont have mana to PA you anymore, feelsbad
I barely have mana for anything in war these days. Everyone get's mana drain'd just like knights lol.
Hollow-Ichigo
02-02-2017, 06:51 PM
I barely have mana for anything in war these days. Everyone get's mana drain'd just like knights lol.
Only one solution, remove warlocks.
Pery3000
02-02-2017, 07:02 PM
Only one solution, remove warlocks.
+1 to this suggestion.
Hayir
02-02-2017, 08:02 PM
Lol.. Knights acting like they're the only one's with mana issues??? Mana issues have been always been a problem even before this change so Idk why the complains now.
Because they increased the mana costs just now? Also i would say barbs and knights are one of the favourite targets of mana steal by many locks. And melee gets more often hit than ranged by evendim's fury.
I didn't see it before tbh, i thought they only increased the range.
Hope they increase the mana cost of UM and berserk, will see you then :P
Sentan
02-02-2017, 08:17 PM
Hope they increase the mana cost of UM and berserk, will see you then
When they buffed UM or Arcana Strike they also raised mana cost (https://www.championsofregnum.com/index.php?l=1&sec=27&opt=1&cl=159).
About mana drain... Why only locks? lol their drain is strong only in 1v1... but in RvR animation is clear and can be dispeled at any time. If you play support knight you shouldn't bother about Sadistic Servats since allies around you should cast dispel or PA on you ASAP. The main problem here is energy borrow which is available for both mage subclasses.
Knight already got strong two spells which doesn't require any mana. Maybe it's time for 0 mana cost of Berserker :P That would be balanced if we talk like that. Sorry but Barbarian is more mana hungry than any knight now and even after this update.
Hayir
02-02-2017, 08:20 PM
When they buffed UM or Arcana Strike they also raised mana cost (https://www.championsofregnum.com/index.php?l=1&sec=27&opt=1&cl=157).
About mana drain... Why only locks? lol their drain is strong only in 1v1... but in RvR animation is clear and can be dispeled at any time. If you play support knight you shouldn't bother about Sadistic Servats since allies around you should cast dispel on you ASAP. The main problem here is energy borrow which is available for both mage subclasses.
Knight already got strong two spells which doesn't require any mana. Maybe it's time for 0 mana cost of Berserker :P That would be balanceif we talk like that. Sorry but Barbarian is more mana hungry than any knight now and even after this update.
And balance isn't black and white like that. Just because you buff it a little doesn't mean you have to nerf it another way. I personally didn't even see the need for an increased range, i would rather have the lower mana cost. For example when they nerfed it to 50% (and increased cooldown?) they didnt touch the mana cost afaik.
In the same changelog you also see berserk getting instant and cooldown reduced, but no mana cost increase or anything. Because it wasn't needed. Just like mana cost increase for sw and ss is not needed.
It wasn't me who mentioned warlocks. Evendim's fury for example is mostly used by conjus from what i can tell.
One of your strong 0 mana spells has nothing to do with support knight at all. And the other one is for tanking not a support skill. No idea why you bring them up.
Pery3000
02-02-2017, 10:41 PM
Because they increased the mana costs just now? Also i would say barbs and knights are one of the favourite targets of mana steal by many locks. And melee gets more often hit than ranged by evendim's fury.
I didn't see it before tbh, i thought they only increased the range.
Hope they increase the mana cost of UM and berserk, will see you then :P
UM mana was already increased. So I doubt they change anything to that. Seem's like every knight wants low mana for godly spells. Now knights will have to manage their spells and not just spam everything when they feel like it. Which happens 90% of the time.
60 mana really going to affect gameplay overall? No. As I've stated support knight already had problems with mana before. Best thing you can do is get mana items/mana companion which is unrelated to this balance discussion.
"support knights will have a real hard time" LELLELELEL Anyway. Update soon rips.
Hayir
02-02-2017, 10:46 PM
UM mana was already increased. So I doubt they change anything to that. Seem's like every knight wants low mana for godly spells. Now knights will have to manage their spells and not just spam everything when they feel like it. Which happens 90% of the time.
60 mana really going to affect gameplay overall? No. As I've stated support knight already had problems with mana before. Best thing you can do is get mana items/mana companion which is unrelated to this balance discussion.
"support knights will have a real hard time" LELLELELEL Anyway. Update soon rips.
Come on, godly spells? SW barely can save your allies from one barb now. I already have all my spells beside support spells on low lvl. I don't spam much. I use mana amulet, i pick a high int race and put my starting points in int. I do as much as i can for mana management.
Then i will repeat myself again as well, you guys keep saying knights already had mana problems. So why is it ok to make these mana problems even greater? What's the logic behind this?
Pery3000
02-02-2017, 10:53 PM
Come on, godly spells? SW barely can save your allies from one barb now. I already have all my spells beside support spells on low lvl. I don't spam much. I use mana amulet, i pick a 30 int class and put my starting points in int. I do as much as i can for mana management.
SW is still a very good spell. Not as retarded as the 80% from before. But still has saved me countless times. That one barb your probably referring to is over-buffed from owth,Conj buffs,Jewels. Unrelated to this.
I said "knights" will have to manage mana. Not saying well skit "You" will have to manage mana.
But since you have these steps in place i'm sure a pro like you will have no problem with these changes coming Friday.:punk:
Hayir
02-02-2017, 11:00 PM
SW is still a very good spell. Not as retarded as the 80% from before. But still has saved me countless times. That one barb your probably referring to is over-buffed from owth,Conj buffs,Jewels. Unrelated to this.
I said "knights" will have to manage mana. Not saying well skit "You" will have to manage mana.
But since you have these steps in place i'm sure a pro like you will have no problem with these changes coming Friday.:punk:
The point was that even with trying so hard to manage mana i don't succeed doing so.
And no it is not just that one barb, it is many barbs. Most mages you can't even save from one archer with sw alone. I wouldn't call that godly.
No need to get personal anyway.
Pery3000
02-02-2017, 11:07 PM
The point was that even with trying so hard to manage mana i don't succeed doing so.
And no it is not just that one barb, it is many barbs. Most mages you can't even save from one archer with sw alone. I wouldn't call that godly.
No need to get personal anyway.
Even managing mana on conj is hard in RA WZ. Managing mana on any class is difficult in the thick of things.
No point in arguing the saving with SW. It's all situational. Such as saving a conj from Knarb's. Jewels/% based dmg increases. Another topic for another day.
Hayir
02-02-2017, 11:09 PM
Even managing mana on conj is hard in RA WZ. Managing mana on any class is difficult in the thick of things.
No point in arguing the saving with SW. It's all situational. Such as saving a conj from Knarb's. Jewels/% based dmg increases. Another topic for another day.
And yet i have to hear even one argument why mana increase for sw/ss was needed.
If the cooldown was reduced i would say okay, knight can cast it more often so it should cost more. But range i don't see any reason.
Only reason i argued about saving with SW is because you refered to these spells as godly, which i dont agree with. The old SW might have been godly, not the current one.
Pery3000
02-02-2017, 11:15 PM
And yet i have to hear even one argument why mana increase for sw/ss was needed.
If the cooldown was reduced i would say okay, knight can cast it more often so it should cost more. But range i don't see any reason.
60 mana skit. But I guess knight is useless.
SW is godly.
Hayir
02-02-2017, 11:16 PM
60 mana skit. But I guess knight is useless.
I never said useless, i just don't see any reason to make it harder in this way.
But yea let's add 60 mana to every spell in the game for no reason, it's just 60 mana afterall.
What's the difference
Pery3000
02-02-2017, 11:26 PM
I never said useless, i just don't see any reason to make it harder in this way.
But yea let's add 60 mana to every spell in the game for no reason, it's just 60 mana afterall.
What's the difference
I don't understand what makes 60 mana harder for support knights. I could see the outrage if it was 450 mana.
Hayir
02-02-2017, 11:38 PM
I don't understand what makes 60 mana harder for support knights. I could see the outrage if it was 450 mana.
First of all, if my main class was barb and for example they made for berserk a change like reducing the evade chance malus to 50% and increasing mana by 100. I would argue now that it isn't a justified mana increase.
Since knight is my main i do it for knight since i don't feel like doing arguements for every single class. Otherwise there would be a lot more stuff i don't agree with.
Call it bias.
You might not see it as much, but 60 mana can be a lot. Even just 1 mana prevents you from casting your spell. Which can decide if you save someone or not. Sure it might not sound much. But most of the time i already can't cast my SW/SS because i am lacking few mana points, and now this will happen even more often.
Also most of the time you must use SS + SW because there is no other way to save someone. And that's already 120 mana.
Like i said if it was something like cd reduction + mana increase i would see at least some sense in the change.
Another thing i want to add is that they nerfed def stance against ranged classes and gave us a movement speed spell to compensate for that. And this spell is anything but cheap as well.
Sentan
02-02-2017, 11:52 PM
Another thing i want to add is that they nerfed def stance against ranged classes and gave us a movement speed spell to compensate for that. And this spell is anything but cheap as well.
Godmode against ranged classes was bad. Protection buff from Heroic Presence and Deflecting Barrier which lowers archers/mage damage to 50-100~ is more than enough.
Imo SS and SW were fine... 6 area to 10 is huge thing but wasn't necessary ;) As I said before Knight will be stronger. People voted knight as weakest class (on Ra) so now we have buffs...
Pery3000
02-03-2017, 12:02 AM
First of all, if my main class was barb and for example they made for berserk a change like reducing the evade chance malus to 50% and increasing mana by 100. I would argue now that it isn't a justified mana increase.
Since knight is my main i do it for knight since i don't feel like doing arguements for every single class. Otherwise there would be a lot more stuff i don't agree with.
Call it bias.
You might not see it as much, but 60 mana can be a lot. Even just 1 mana prevents you from casting your spell. Which can decide if you save someone or not. Sure it might not sound much. But most of the time i already can't cast my SW/SS because i am lacking few mana points, and now this will happen even more often.
Also most of the time you must use SS + SW because there is no other way to save someone. And that's already 120 mana.
Like i said if it was something like cd reduction + mana increase i would see at least some sense in the change.
Another thing i want to add is that they nerfed def stance against ranged classes and gave us a movement speed spell to compensate for that. And this spell is anything but cheap as well.
If they increased Berserk by 60 mana and did what you said. I wouldn't argue it because I've said many times in the past Barb DMG is retarded. I'm all for barb nerfs. Stated this 100 times.
NGD has provided WM Jewels that offer mana. That's 350+ additional mana. Also NGD has provided mana companion. Also Champ mana helm. Another 150 mana. I found 110 mana knight legs in AH. There's a variety of ways to increase your mana pool. Also boss jewels that increase mana/Intel. If your lucky to drop.
Hayir
02-03-2017, 06:51 AM
NGD has provided WM Jewels that offer mana. That's 350+ additional mana. Also NGD has provided mana companion. Also Champ mana helm. Another 150 mana. I found 110 mana knight legs in AH. There's a variety of ways to increase your mana pool. Also boss jewels that increase mana/Intel. If your lucky to drop.
No idea why you keep telling me these things, nothing even comes close to answer my initial question.
Why increase it in the first place?
Just because you think it can be compensated with gear, doesn't mean an increase is justified. Nor do i think it is a good way to balance things in this way.
Next you will tell me if a knight wants to tank properly against archer he should buy pierce enhancments.
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