View Full Version : Now whats next....
Pery3000
08-19-2018, 04:37 PM
Was enjoying crafting until the artifact was added to xim store. Now the update has become useless. Whats the next thing NGD working on? ALSO.. Weve been asking fore new wep/armor skins & mounts for years and havent got those. Would have been an easy way to increase xim purchase.
Sentan
08-19-2018, 04:49 PM
I hope this time you gonna fix useless/not used spells and finish leveling update 30-60.
Also please check current situation on Haven. There is no Syrtis players at all. I know that you dont want to merge Haven and Ra but merging Valhalla with Haven would be decent for both servers.
https://i.imgur.com/Kx8LXV4.png
Safia_Aurelya
08-19-2018, 07:51 PM
A merge will not balanced the realms, Syrtis has the fewest players on Valhalla:(
Syrtis Ju
08-19-2018, 10:12 PM
That is not what it looks like. https://i.gyazo.com/74dde86e3ebc7ee4f9eca160ffe0962a.png
Safia_Aurelya
08-20-2018, 07:27 PM
On this Time now, the main gameplay time in the evening, we are the least. Syrtis make most invasions and Fort capturings in the morning or in the night.
In the evening you can call the game "Champions of Ignis".
best regards
usuario_del_foro
08-22-2018, 01:32 AM
Hope considering merge is next.
Gelfs have 0 players on, dont see many goats either.
As a consecuence, every time I log Ignis is invading empty realm or doing dragon...really boring.
Lebeau
08-22-2018, 04:33 AM
Clue in, peeps ... there are very few left playing atm who are just goats, or gelfs, or pigs ... it's mostly only multies now ... that's it ... this is wtf is left on Haven ... & most of 'em like to win, not lose ... so that's why almost the entire server population often zergs all together into only one realm at a time ... Ignis this week ... next week? who knows ... so, could a Valhalla/Haven merge ever actually fix what all is broken, or even partially? who knows ... such would require that Haven move to Europe, or Valhalla to move to the USA ... honestly, do ya' really think that's gonna' happen?
:(
Loque
08-22-2018, 05:14 AM
Clue in, peeps ... there are very few left playing atm who are just goats, or gelfs, or pigs ... it's mostly only multies now ... that's it ... this is wtf is left on Haven ... & most of 'em like to win, not lose ... so that's why almost the entire server population often zergs all together into only one realm at a time ... Ignis this week ... next week? who knows ... so, could a Valhalla/Haven merge ever actually fix what all is broken, or even partially? who knows ... such would require that Haven move to Europe, or Valhalla to move to the USA ... honestly, do ya' really think that's gonna' happen?
:(
YA...i like ... kill 'em ....multies ppl &^..(%$#&^*@@) https://www.youtube.com/watch?v=Zt4yI3urmhc :ranting::fury::gun_bandana::gun_bandana:
Sentan
08-27-2018, 07:34 PM
Vigilance Towers... I like them... any more info? ^^
Leily
08-28-2018, 12:17 AM
Vigilance Towers... I like them... any more info? ^^
As soon as i have more info about them i will share, we have to do all the mechanics and decide where this new towers will be placed :D
All the ideas about are welcome! :)
Loque
08-28-2018, 12:34 PM
As soon as i have more info about them i will share, we have to do all the mechanics and decide where this new towers will be placed :D
All the ideas about are welcome! :)
Place them on either side of the bridges. Whoever controls the towers, control the vision of the surroundings in a moderately large radius around the towers. They start out as neutral uncaptured fortifications and then become like permanent wards on the map as long as any realm holds them and could show the enemies as coloured blips on the map depending on the realm, as long as they stay in that radius. They reset back to neutral if your forts gets captured, but can be re-captured again by attacking them.
Tie the forts mechanic with the towers across adjacent areas. For example:
The towers at PN can only be reset by capturing Samal/Aggers, PN2 towers with Imperia/Meni and so on and so forth. Doing this would prevent people from taking a secondary fort like Trelle to relinquish control of the tower at PB2 etc.
Sentan
08-28-2018, 05:00 PM
My suggestion:
Towers on map
http://i66.tinypic.com/2q2h66c.jpg
4 towers per realm
once tower is taken it's protected for 3 minutes from capturing back
all guards and players must be killed to capture tower (being camoed won't keep it safe from capturing)
every 30 seconds players are informed (via log; like hunter track) if there are any enemies around; area distance depends on tower level
Tower levels:
- 1st - > two knight guards skilled with feit and heroic presence, track range: 100m
- 2nd -> archer guard skilled with burst of the wind and lightning arrow; track range: 200m
- 3rd -> barbarian guard skilled with typhoon and owth; track range: 300m
- 4th -> mage guard skilled with twister and fireball; track range: 400m
- 5th -> additional hp and damage for guards; track range: 500m
realms need to hold tower for x mins to upgrade it to higher lvl
each stage lasts 5 minutes; total 20 min to get 5 lvl
capturing tower resets level to 1
reward for capturing tower: 100 warmaster coins, 3000 experience
to avoid abusing: 1 hour cooldown for getting reward from the same tower
realm bonuses for holding towers:
- at least 3 towers capped -> +5% speed while mounted; +15% exp and wmc booster
- at least 6 towers capped -> +10% speed while mounted; +30% exp and wmc booster
- at least 8 towers capped -> +15% speed while mounted; +50% exp and wmc booster
bonuses affects all players in warzone
making enemy gate vulnerable captures all their towers untill invasion ends
Guards
http://i64.tinypic.com/xprf6e.jpg
I hope you like it. :gun_bandana:
Lebeau
08-28-2018, 06:36 PM
...and decide where this new towers will be placed :D
All the ideas about are welcome! :)
Here's mine: regardless of where they are eventually placed, I really think these new towers (& bridges too) should be considered as "realm fortifications", meaning that we would get all of the same mechanical benefits, rewards & quest credit at them as we currently do only at the forts & castles. It's not my call, but I'd place these new towers at each of the bridges: 24 total on server, 8 total per realm, 4 total per bridge, 2 on each side of the river, 1 on the left side & 1 on the right side of each bridge's mouths.
:lighten:
Leily
08-29-2018, 01:04 PM
Yay, ideas! :clapping5365:
Thanks for all of them, we still have to decide about this towers, so its the perfect time.
reward for capturing tower: 100 warmaster coins, 3000 experience
to avoid abusing: 1 hour cooldown for getting reward from the same tower
realm bonuses for holding towers:
- at least 3 towers capped -> +5% speed while mounted; +15% exp and wmc booster
- at least 6 towers capped -> +10% speed while mounted; +30% exp and wmc booster
- at least 8 towers capped -> +15% speed while mounted; +50% exp and wmc booster
bonuses affects all players in warzone
Im not sure about this part, we know alredy what people did with capture/holding rewards in the past :confused2:
As soon as i have more info about them i will share, we have to do all the mechanics and decide where this new towers will be placed :D
All the ideas about are welcome! :)
There's nothing to guard on Haven anymore, sadly.
But you can read a suggestion i made back to 2016 related to strongholds & bridges:
https://www.championsofregnum.com/forum/showpost.php?p=1851182&postcount=3
rinky
09-01-2018, 02:13 AM
Yay, ideas! :clapping5365:
Thanks for all of them, we still have to decide about this towers, so its the perfect time.
Im not sure about this part, we know alredy what people did with capture/holding rewards in the past :confused2:
Yeah. The XP rewards bit I'm not so sure about. That capturing the towers should give some bonus is a no-brainer, but what bonus is a good question.
I kind of like the idea of speed bonuses, but perhaps not so drastic as 5/10/15. Perhaps 2/4/6.
And xp bonuses, this is okay, but remember: the realm with the most folks is gonna get these the most, and that's not what we particularly want if we're interested in balancing realm populations at all.
I think something along the lines of a war bonus of some sort (+HP, +mana, +armor), within 100m of the tower. Or maybe 50m. A ways, but not too far.
As for how many... one on each end of a bridge, I think, plus perhaps more. So at least four per realm.
But what's the lore behind them? Why do they exist?
kamax
09-11-2018, 01:34 PM
Use captured towers to make map more alive. A captured tower could display position of enemy / friends in a range of 200m (?) on the map.
People waiting at the save for some action could see something is going on there and decide to move away from save altar.
Add a red button in this tower for a super defensive power usable every x minutes to push enemy back or slow them down or generate a energy shield force or something else (revive all dead friends around ?).
Nice to hear new things will be added to the game !!!!
I'm not into programing nor developing games, but I wonder if making the map bigger is a problem? I don't mean to expand the map but to raise some underwater terrain. NGD have already done that with Momo Island and Squid Island, so why don't you do it one more time. More terrain to explore will certainly get player engage into "exploring" it... I don't know, I'm just throwing ideas, anything would be better than leaving RO as it is right now (Haven).
Wish you luck.
Pery3000
09-21-2018, 05:10 PM
Any updates or info regarding these towers. Please don’t load to live and not let players try it on Amun.
Adrian
09-22-2018, 09:35 AM
Any updates or info regarding these towers. Please don’t load to live and not let players try it on Amun.
We're still on the beginning. We have just finished a version with some fixes to the current one and will surely be launching it next week. The towers will take a lot of work but they will add something really exciting to the WZ. Of course, Amun will be open when there is a playable version of it and will need many iterations and community feedback.
Mashu
09-22-2018, 10:19 AM
I am also curious about towers, but also a bit afraid.
Current system with 2 forts + castle is balanced and what we are used to. Having too many new towers changes game completely if they are strategic. I think they should not be more powerful or important than forts. Perhaps capturing towers would be required before capping fort?
Keep us posted! :)
Roseythorns
09-22-2018, 10:49 AM
I am also curious about towers, but also a bit afraid.
Current system with 2 forts + castle is balanced and what we are used to. Having too many new towers changes game completely if they are strategic. I think they should not be more powerful or important than forts. Perhaps capturing towers would be required before capping fort?
What if capping a nearby tower gave that side some 5-minute bonus to stats (+5 to everything? not earthshattering, but significant), for the purpose of capping the fort?
Of course, someone could capture it out from under you, and then you'd be assaulting without the bonus, perhaps against a side that just took the bonus. So some would need to defend the things to preserve the bonus.
Lebeau
09-23-2018, 02:07 AM
...new towers changes game completely if they are strategic. I think they should not be more powerful or important than forts. Perhaps capturing towers would be required before capping fort?...
Like I said, I was thinking of having 2 towers on each side of the bridges. There would be a gate between them that blocks passage across the bridge (yes, exact tower placement, & underwater landscaping, would be critical; otherwise ppl will jump onto the bank or into the water's edge from the bridge, totally defeating the towers' purpose). These towers would thus serve as the first line of warning & defense for a realm's warzone. Breaking the bridge-gate would allow access, but would also send warning to the enemy realm that further attacks are likely imminent. This approach gives towers purpose, but will not imbalance or really change the current invasion-paragidm mechanics. Other questions remain: should towers be capturable? how & when should the bridge gates respawn? etc? ideas?
:lighten:
Pery3000
09-25-2018, 11:27 AM
We're still on the beginning. We have just finished a version with some fixes to the current one and will surely be launching it next week. The towers will take a lot of work but they will add something really exciting to the WZ. Of course, Amun will be open when there is a playable version of it and will need many iterations and community feedback.
Just looked at the changelog. Decent changes to crafting the Transfusion item. Not understanding the Arrow fusion add or the two barb/knight spell reworks. Updated them just for people not to use them. Which in term just wastes time.Fusion system could 100x be better than it is right now. Why are we limited to what we fuse. This the only game I believe does this. 2018 and can’t add color to weps or paint shields. I think NGD should also work more hours on Character customization because it’s the easiest money maker in any game.
After Testing: Mhm I think Impale should have at least 6 ticks of 80/125. Reduce range a bit if 6 ticks would come. Also Magna Blast is broken. Jesus
Sentan
09-25-2018, 12:10 PM
Decent change on spells. Piercing tree is done. I would like to see other updates to fix all outdated spells (https://www.championsofregnum.com/forum/showthread.php?t=107739).:)
Leily
09-25-2018, 01:48 PM
Decent change on spells. Piercing tree is done. I would like to see other updates to fix all outdated spells (https://www.championsofregnum.com/forum/showthread.php?t=107739).:)
We will be doing changes like this ones on next updates, few each time so it doesnt feels like a huge change.
We want to give more options, so isnt all about the same spells :)
Adrian
09-25-2018, 06:40 PM
Please, please pretty please. Be more specific. Do not put sentences like "Also Magna Blast is broken. Jesus" and explain, with numbers, with situations and possible better values with argumentation. PLEASE!
rekkles12
09-25-2018, 06:46 PM
The spell has very low CD for such high dmg, 100~ per 15 ticks and the starting dmg of around 400~. People said buffs don't even help and that even in def stance for knights it does 60 per tick. For such low CD and to have around 1800~ dmg every 30 seconds ? This is worse then the time arcana strike got buffed and was hotfixed few weeks after.
Pery3000
09-25-2018, 06:51 PM
Please, please pretty please. Be more specific. Do not put sentences like "Also Magna Blast is broken. Jesus" and explain, with numbers, with situations and possible better values with argumentation. PLEASE!
I don’t understand why this range 30 spell is 15 secs duration at 100 dmg ticks and only 30 sec CD. Seriously? This exactly what happened when you overbuffed arcane strike. And this is true dmg. Only -range dmg counter the 100 tick?
-10% Range dmg amulet only decreases the tick dmg by 10. With marks strategic it turns into 78 dmg. Still 15 secs long. Retal is either wrong or not working. You have to prebuff retaliation for it to work properly. If magma blast goes off, then you retal it doenst do anything. (this is with any dot). (Bring back old strategic duration/CD honestly).
Hunter doesn't have strategic so its pretty much over for him. 4head
Sentan
09-25-2018, 06:56 PM
Magma blast - 15 second duration is way too much imo... reducing it to 10 would be decent.
Impale - really awesome change however you need to make it worth spending more than one power point to this spell (+100% attack damage on 1st lvl). I suggest here to replace -dex with -main attrib and also +1 more power point spent == +1 more DoT tick.
Introspective (Insightful) - OK
Divine Intervention's - OK
Brain Piercing - OK
rekkles12
09-25-2018, 08:07 PM
Door hitting bug is still not fixed, just had it happen where i couldn't attack again..
Wasted_Penguinz
09-25-2018, 10:53 PM
The spell has very low CD for such high dmg, 100~ per 15 ticks and the starting dmg of around 400~. People said buffs don't even help and that even in def stance for knights it does 60 per tick. For such low CD and to have around 1800~ dmg every 30 seconds ? This is worse then the time arcana strike got buffed and was hotfixed few weeks after.
Are you fucking kidding me? Arcana Strike was OP for almost one year. Not only "few weeks after"
https://www.championsofregnum.com/index.php?l=1&sec=27&opt=1&cl=159, February 2016.
https://www.championsofregnum.com/forum/showthread.php?t=108466 January 2017.
And please you just cant compare a DoT with a 800 direct damage. 800 damage the skill, but the combo was normal attack + arcana strike what is way more than 800 damage in 1 second.
And it was a year. The only thing they must fix is retailation, nothing else. Ah, and remember another thing, it was range 0 when range 35 was still up. Lol. Arcana Strike I mean.
rekkles12
09-26-2018, 04:15 AM
You really trying to defend the spell cuz its your own class. Incredible. It's broken, everyone knows it's op. Only ones that are defending it are lock players like you. Get outta here. The spell does more dmg then you said. 30 range 30 sec cd ? 15 duration ?? Please lol... I might have been wrong with arcana but that doesn't change the fact that this spell is OP and needs to get nerfed.
Eizaix
09-26-2018, 05:17 AM
I agree it might be bit too op, but I would suggest only changing the CD of magna blast from 30 sec to 50 or so sec.
OR duration changed from 15 to 10 secs as the other player suggested.
That is if any changes are actually 100% necessary.
If you want to complain about something being too op, remember that almost all of you guys complaining about magna blast play hunter as main class - which can take out anyone from camo within 10/15 secs...
At least now locks can be fun again.
otp-barb
09-26-2018, 08:34 AM
As a main Barbarian player i am fine with the new magma explosion since it is another spell that can be dispelled lul - its more like finally a new "onhit" dmg-spell with the threat of his dot
Lebeau
09-26-2018, 12:36 PM
It took about a year to finally be rid of WM offensive banners, even tho 90%+ of the haven-population thought they were way too op & really needed a proper nerf. Despite various legitimate complaints, here we are, about a year later, still stuck with a very highly imbalanced form of paladin's aid, a repeatable combo with precise block that provides total invulnerability to two characters, & that has no possible in-use counter(s) whatsoever. That's a serious load of **it also....
So now, it's magma blast, or is it? To be fair & honest, in keeping with the game-balance as CoR had such during the pre-WM period, ALL direct/constant spells' damages should have been increased then by a small amount to counteract the increase of armor values & of hit points to 60th lvl that came with these WM changes (& all %-based damage enhancement spells should have been slightly nerfed, due to higher weapons' damages). It's way past high-time that warlocks were more of 'the offensive mage class' once more, just saying:warning:....
Pery3000
09-26-2018, 01:14 PM
It took about a year to finally be rid of WM offensive banners, even tho 90%+ of the haven-population thought they were way too op & really needed a proper nerf. Despite various legitimate complaints, here we are, about a year later, still stuck with a very highly imbalanced form of paladin's aid, a repeatable combo with precise block that provides total invulnerability to two characters, & that has no possible in-use counter(s) whatsoever. That's a serious load of **it also....
So now, it's magma blast, or is it? To be fair & honest, in keeping with the game-balance as CoR had such during the pre-WM period, ALL direct/constant spells' damages should have been increased then by a small amount to counteract the increase of armor values & of hit points to 60th lvl that came with these WM changes (& all %-based damage enhancement spells should have been slightly nerfed, due to higher weapons' damages). It's way past high-time that warlocks were more of 'the offensive mage class' once more, just saying:warning:....
There's no reason a lock spell should be 15 secs long at 100 dmg ticks and no defense to counter it except -range dmg amulet or spells. Retal doesn't even work against it. Do you not understand how ridiculous that amount of dmg is only to be 30 sec CD
Kralmoe
09-26-2018, 01:34 PM
There's no reason a lock spell should be 15 secs long at 100 dmg ticks and no defense to counter it except -range dmg amulet or spells. Retal doesn't even work against it. Do you not understand how ridiculous that amount of dmg is only to be 30 sec CD
That's not correct. Like all dot spells they can be easy dispell by every mage around, lock or conju.
If we start to talk about ridiculous damage we will never end. So what about the ridiculous damage of archers or barbs? They are not just ridiculous, they are absurd. Why do they have to have more damage than a lock? What's the reason of that? Why a staff normal damage is such absurd low compared with a bow or a sword? I can go on if you want.
If you dont agree and if you guys think locks are "OP" then go on, make a lock, play with it as your main. Good luck!
:hat:
Pery3000
09-26-2018, 02:01 PM
That's not correct. Like all dot spells they can be easy dispell by every mage around, lock or conju.
If we start to talk about ridiculous damage we will never end. So what about the ridiculous damage of archers or barbs? They are not just ridiculous, they are absurd. Why do they have to have more damage than a lock? What's the reason of that? Why a staff normal damage is such absurd low compared with a bow or a sword? I can go on if you want.
If you dont agree and if you guys think locks are "OP" then go on, make a lock, play with it as your main. Good luck!
:hat:
No reason for you even to comment if you're just going to say "It can be dispelled" Some of us don't Hunt in 9 man groups. If you don't think 15 sec duration is long with A 30 SEC CD please kill me. Also if you did your research on my posts you would know that I want Fulmi removed and also said Dual weps are OP and ruined 2h. Also said DMG jewels are the cause of OP marks. No reason for Dead eye. Dmg Calculations have been shit for years.
You're really talking about staff normals. 4HEAD
Kralmoe
09-26-2018, 02:09 PM
No reason for you even to comment if you're just going to say "It can be dispelled" Some of us don't Hunt in 9 man groups. If you don't think 15 sec duration is long with A 30 SEC CD please kill me. Also if you did your research on my posts you would know that I want Fulmi removed and also said Dual weps are OP and ruined 2h. Also said DMG jewels are the cause of OP marks. No reason for Dead eye. Dmg Calculations have been shit for years.
You're really talking about staff normals. 4HEAD
No reason for you to comment if you just want all other subclasses be inferior to your own so that you can kill them easy.
Btw this is a multiple player war game. If you want to play alone, do it but then dont come here to complain that you dont have anyone to dispell you.
:hat:
otp-barb
09-26-2018, 03:03 PM
How about trying to adapt to the changes :banana: instead everything is being critized - everytime NGD brings something out they have to redo/change it because a handfull of people that write in this forum are complaining.
I know that "Retaliation" was not meant to reduce a whole DoT spell but as we all know the spell had a few bugs (non-dmg spells removing retaliation etc).
If your "game experience" suffers from one Magma Blast - i feel sorry for you.
Pery3000
09-26-2018, 03:14 PM
How about trying to adapt to the changes :banana: instead everything is being critized - everytime NGD brings something out they have to redo/change it because a handfull of people that write in this forum are complaining.
I know that "Retaliation" was not meant to reduce a whole DoT spell but as we all know the spell had a few bugs (non-dmg spells removing retaliation etc).
If your "game experience" suffers from one Magma Blast - i feel sorry for you.
Retaliation is useless right now. I’ve already taken it off my setup. No one said the game experience suffers. Yet everyone seemed to suffer when Arcane was changed. & wasn’t changed until months later. I’m use to the lock spam after all my years on Ra.
I think NGD should change one useless spell for each class instead of doing it for certain ones. Would be more fair and I think people would complain less.
Also about criticizing. Do you not remember when NGD added bonuses to Champ gear and made them insanely OP. And to waste time and go change them. Or when offensive beacons came and ruined the game. Certain things players should always voice their opinions. :banana:
V1r14
09-26-2018, 04:17 PM
People tend to forget that Warlocks where much more dangerous in the past:
-> Nearly every damage-spell on his arsenal remained the same since the lv50-Era.
->Back then the classes had around the following HPs:
PAST:
Mages: ~ 3k HP (some Dark Elves with light tunics had 2650hp)
Archers: ~ 3k HP
Barbarians: ~3,9k HP
Knights: ~4,7k HP
[Beetle swarm, will domain, silence, mind push, darkness, slow, and freeze, were so called freebee's because no power point was needed for the desired effect]
NOW:
Mages: ~ 5,2k - 5,8k HP
Archers: ~ 5,2k HP
Barbarians: ~5,2k HP
Knights: ~7k HP
[will domain 3-4 , silence 3-4, mind push 3-4, darkness 3-5, and freeze 3-5: more PP and mana cost]
-> In some cases the amount of Hp nearly doubled on some classes.
Double the Health Pool -> double the effort and time to defeat someone (which means double the amount of CCs needed, double the mana consumption)
And this is not even taking into account Armor Points, Resistances or Minus ranged Received, which makes significant differences on survivability.
_____________________
-> And now back to topic (thank god:imstupid:)
Yes, viewed alone Magma Blast is without question overpowered (It easily breaks Energy Barrier (5)).
But, thats the error most people make on this forum: observing the skill alone or even comparing it with skills from different classes. Magna-blast is a Warlocks spell and not another dot from a marksman.
the spell is only overpowered, if it makes the warlock overpowered
The Warlock-subclass still remains the same, with his strenghts and faults.
Hollow-Ichigo
09-26-2018, 04:36 PM
That's not correct. Like all dot spells they can be easy dispell by every mage around, lock or conju.
Oh wow, if the spell can be dispelled we may aswell make it do even MORE damage. I mean, it can be dispelled by any mage thats around right? Good one.
If we start to talk about ridiculous damage we will never end. So what about the ridiculous damage of archers or barbs? They are not just ridiculous, they are absurd. Why do they have to have more damage than a lock?
The whole point of barbarians is damage, without them being able to hit hard wars would last forever since auras and pylons make a huge difference in the outcome of a fight. Marks damage is not absurd, it is at a good enough place made slightly above average with the use of boss rings. And hunters, dont even get me started, they can cold blood for 6 seconds once every 60 seconds at the cost of 300 mana. I can tell you havent played this subclass enough to understand it.
Each class excels at different things, I dont see how your question of them doing more damage than a lock even makes sense. A warlock can constantly cast spells that do a lot of damage. Try playing an archer at a fortwar and see how much damage you can do whilst every knight is carrying heroic presence and deflecting barrier at 5. Or even play a barb and try to dps whilst getting constantly cc'd.
Why a staff normal damage is such absurd low compared with a bow or a sword? I can go on if you want.
There is a whole skill tree for staff mastery if you haven't noticed.
NOW:
Mages: ~ 5,2k - 5,8k HP
Archers: ~ 5,2k HP
Barbarians: ~5,2k HP
Knights: ~7k HP
I have no words, which mages are running around with that much hp? Which archers have 5.2k hp? Please stop pulling numbers out of your ass.
-> In some cases the amount of Hp nearly doubled on some classes.
Double the Health Pool -> double the effort and time to defeat someone (which means double the amount of CCs needed, double the mana consumption)
If these are the sorts of shit tier posts we're getting, its better to close the english forum.
V1r14
09-26-2018, 04:49 PM
I have no words, which mages are running around with that much hp? Which archers have 5.2k hp? Please stop pulling numbers out of your ass.
first of: Having a bad day?
second off: I'm speaking for Valhalla, where higher Health is now more common thanks to Transmuting undesired concentration.
Hp examples?
- Soptronic Zyndarius, Marksman, full jewelry 5,2k Hp
- Vaccaria, Warlock 5390 Hp
- Argos, knight, 7k Hp
- Varyo, conju, 5,6k hp
Hollow-Ichigo
09-26-2018, 04:51 PM
second off: I'm speaking for Valhalla, where higher Health is now more common thanks to Transmuting undesired concentration.
Hp examples?
- Soptronic Zyndarius, Marksman, full jewelry 5,2k Hp
- Vaccaria, Warlock 5390 Hp
- Argos, knight, 7k Hp
- Varyo, conju, 5,6k hp
Are you seriously using 1 or 2 players with that much hp as a default for everyone?
otp-barb
09-26-2018, 05:05 PM
Try playing an archer at a fortwar and see how much damage you can do whilst every knight is carrying heroic presence and deflecting barrier at 5. Or even play a barb and try to dps whilst getting constantly cc'd.
Try playing Warlock when all your aoe-cc and dot is getting erased with mass-dispell etc :)
I'm speaking for Valhalla, where higher Health is now more common thanks to Transmuting undesired concentration.
Nice joke, since when is Barbarian stuck at 5,2k hp when he reached more before the transmutation artefact? :clapping5365:
I guess everyone wants the game to become more pay2win - make less out of spells and more out of gear. Warlock gained almost nothing from the Level 60 Cap since he has no scaling on his "damaging" spells
V1r14
09-26-2018, 05:07 PM
Are you seriously using 1 or 2 players with that much hp as a default for everyone?
Should i list the whole server pop or what? :looking:
There are enough items to accomplish that:
- Champion Amulett, Heroic Blood amulett, Jewelry
- Zul Nah Companion, Future ghost companion
- Ring of the Arboreal skin
- Concentration, Str, Dex, Int -> Const
But enough of that. I have no desire in getting this thread locked.
otp-barb
09-26-2018, 05:15 PM
Magma Blast is now a very useful spell for Warlocks that need to counter defense buffed enemies. The DoT might seem extreme, but this is an RvR game and you must rely on your allies and the best prepared groups will be able to dispel it fast and avoid most of its damage.
I'm not ruling out changes, I'm just saying that maybe not all of the possibilities are being taken into account at the time of discussing this changes.
git gud kids
edit: counter-play:
https://abload.de/img/roclientgame2018-09-2kjd0y.png
Retaliation works on DoT-Spells if you have it on before it is casted on you
Lebeau
09-26-2018, 05:46 PM
There's no reason a lock spell should be 15 secs long at 100 dmg ticks and no defense to counter it except -range dmg amulet or spells. Retal doesn't even work against it. Do you not understand how ridiculous that amount of dmg is only to be 30 sec CD
Frankly, I'm not really opposed to a duration nerf to 10 sec, but uh, read between my lines there (my 1st paragraph in post above), in that I do not think NGD will change it anytime soon-ish, so sorry. Oh, & as to "how ridiculous that amount of dmg is only to be" 10 sec CD, try South Cross on for size....
:rolleyes:
Loque
09-26-2018, 10:17 PM
Originally Posted by Adrian
Magma Blast is now a very useful spell for Warlocks that need to counter defense buffed enemies. The DoT might seem extreme, but this is an RvR game and you must rely on your allies and the best prepared groups will be able to dispel it fast and avoid most of its damage.
I'm not ruling out changes, I'm just saying that maybe not all of the possibilities are being taken into account at the time of discussing this changes.
How about making Impale a very useful spell for Barbarians that need to counter defense buffed enemies? Give it more damage, more ticks, more duration and lesser cd. The DoT might seem extreme, but this is an RvR game and you must rely on your allies and the best prepared groups will be able to dispel it fast and avoid most of it's damage.
otp-barb
09-26-2018, 10:33 PM
How about making Impale a very useful spell for Barbarians that need to counter defense buffed enemies? Give it more damage, more ticks, more duration and lesser cd. The DoT might seem extreme, but this is an RvR game and you must rely on your allies and the best prepared groups will be able to dispel it fast and avoid most of it's damage.
I dont see any spell that requires casttime being usefull for barbarian - unless it deals aoe dmg + cc :confused2:
Heirro
09-27-2018, 02:19 PM
Soulkeeper deals 1k dmg and heals you
Nobody complains
Gotta get rid of the real problem that is sultars fucking terror
Iplay
09-27-2018, 03:27 PM
NOW:
Mages: ~ 5,2k - 5,8k HP
Archers: ~ 5,2k HP
Barbarians: ~5,2k HP
Knights: ~7k HP
Off Topic
How did you get that number? It is possible, I won't say it is not... But almost no mages get that amount of HP. I'll explain myself:
Nordo... 145 hp tunic; 145 hp staff; 300 hp ammy; 250 hp both rings; 700 hp WM passive... And I reached 4940 hp.
Assuming that I could buy a snake, I would have 5240 hp.
Assuming that I could get a +7 consti gloves, +7 consti hat and +7 consti bracelet... 21 Consti x 18.45 = 387... let's make it 390.
5240 + 390 = 5630... How many conjus in the game have this HP? Once again, I'm not saying it is impossible, but I won't take it as reference. Most mages have around 4.6-5k HP.
On Topic...
Adrian already said in the Spanish forum that if you want to make any suggestion, do it in the right section... The same applies if you want to complain. Don't make him close the thread.
Answering the question "What's next?"... Well, I do hope they keep updating those useless skills so we have a wider range of skill where to choose from, and maybe the game becomes more dynamic... just don't make them so OP that we see them everywhere.. cof cof... arcane strike... cof cof... magma blast... :U
Cheers!
Hollow-Ichigo
09-27-2018, 03:35 PM
Gotta get rid of the real problem that is sultars fucking terror
Be careful what you say, all the lock mains will be at your house :banana:
Kralmoe
09-27-2018, 03:42 PM
You know what? Nerf terror, nerf soulkeeper, nerf magma blast, nerf whatever... or better, lets get rid of the locks completely.
And after that, nerf the rest of the subclasses... except yours ofc.
Really, you guys are pityfull.
:hat:
Heirro
09-27-2018, 03:44 PM
I main lock
Even then i think sultar is broken by far
Other spells may need a few nerfs / tweaks
Though not necessary, theyre no big deal
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