View Full Version : Combat system test - Amun - Phase 3
Adrian
09-18-2009, 10:39 PM
Hello everyone,
After several fixes and some balance touch-ups that were obviously required, we are finally arriving at a version that represents our original idea for the system. Thanks for your feedback, please continue testing/posting in this thread.
Changes:
- Cooldown: Blue for the casted power, grey for global cooldown.
- Cooldown: The casting time is no longer taken into account (given that the cooldown starts at the casting of the spell).
- The character will not try to attack during the 2 seconds that is trying to cast a spell.
- Warcry animation for mounts.
- The client changes to combat mode by itself before casting a spell (if the spell indicates it). This way, the animation will not be broken.
- The spell queue works (I click a spell and when in range the cast starts, as it always was).
The casting times for the following spells were changed, mostly reduced.
Notice: Due to the new combat/animation system, archer and mage spells must have a minimum 0.5 sec. casting time.
Colossus: Instant cast.
Frenzy: Instant cast.
Berserk: Instant cast. Armor penalty removed. Mana cost slightly adjusted.
Deflect Projectiles: Cast time 1 sec.
Ethereal Mantle: Cast time 1.5 sec.
Rigorous Preparation: Cast time 1 sec.
Intuition: Cast time 1 sec.
Troll's Skin: Cooldown raised to 4.5 min.
Execution: Instant cast
Dirty Fighting: Instant cast
Finesse: Cast time 1 sec.
Distracting Shot: Cast time 1 sec.
Shield Piercing: Cast time 0.5 sec.
Break Apart: Cast time 1.5 sec.
Obfuscate: Cast time 1 sec.
Heal Pet: Cast time 0.5 sec.
Beast Wrath: Cast time 1.5 sec.
Ensnaring Arrow: Cast time 0.5 sec.
Camouflage Corpse: Cast time 0.5 sec.
Finger Crush: Cast time 0.5 sec.
Cyclops Curse: Cast time 1 sec.
Lethal Strike: Cast time 1.5 sec.
Hawk's Gaze: Cast time 2 sec.
Winter Stroke: Cast time 0.5 sec.
Burst of Wind: Cast time 0.5 sec.
Needle Blast: Cast time 1 sec.
Lightning Arrow: Cast time 1.5 sec.
Extraplanar Bond: Cast time 0.5 sec.
Dispel Magic: Cast time 0.5 sec.
Bless: Cast time 0.5 sec.
Bless Weapon: Cast time 0.5 sec.
Synergy Bond: Cast time 0.5 sec.
Wind Wall: Cast time 0.5 sec.
Static Field: Cast time 0.5 sec.
Curse: Cast time 0.5 sec.
Blindness: Cast time 0.5 sec.
Regenerate Ally: Cast time 0.5 sec.
Heal Ally: Cast time 0.5 sec. Mana cost raised in all levels.
Mind Push: Cast time 0.5 sec.
Regenerate Self: Cast time 0.5 sec.
Bugs:
We believe that the majority of the bugs posted in the previous threads were fixed.
Please remember that the animations still need to be worked.
Also, we know that we will have to deal now with SM (Staff Mastery).
_Enio_
09-18-2009, 10:59 PM
"Notice: Due to the new combat/animation system, archer and mage spells must have a minimum 0.5 sec. casting time."
Just for the sake of the overhauled, flawless new combat system - put in an instant-cast animation and get rid of technical problems (like eg this) standing in the way of balancing.
It sounds liek you would want to make some casts instant but you cannot due to restrictions of the new system - get rid of them as soon as possible.
Please no "Dirty fixes" because you have the animation there. Instants maybe need a different, shorter one.
Apart from that, very nice!
/me goes testing..
theotherhiveking
09-18-2009, 11:03 PM
Berserk: Instant cast. Armor penalty removed. Mana cost slightly adjusted.Yes Yes Yes Yes Yes Yes Yes Yes Ad Nauseam.
----
Yes Yes Yes for anything except for:
Also, we know that we will have to deal now with SM (Staff Mastery). Which is Yes yes yes ad infinitum too.
I have to say i had a nice surprise :)
Thank you NGD, i hope work on animations going on nicely as well.
Arafails
09-18-2009, 11:04 PM
Bear in mind, this is me, a Barbarian who bitches about his shit armour all the time....
I'm skeptical about the removal of the armour penalty on Berserk. I say this without having tested it yet, though.
Adrian
09-18-2009, 11:06 PM
Hi,
There is a big bug that must be fixed and maybe we will shutdown Amun. This bug allows to be casting while moving and doesn't allow to test properly.
This thread will be closed until Amun gets back online (notice that it's Friday, 20:00, it may be until tomorrow).
PD: Fixed and open!
Regards,
Mashu
09-18-2009, 11:18 PM
I am looking forward for tuning onslaught.
Its definitely not worth putting points in: ends too fast before you realise you have it on. As you probably realised (maybe on statistics) no one skills this spell above 1st level.
I would make it old speed for caster and 5s longer then now for ally.
Adjust mana cost. If you decrease spell duration 3x, imho mana cost also should be decreased that much.
If its only intended for temporary dmg boost please remove speed bonus entirely, because in current state its useless and only confusing.
I would be grateful and also every realm players, for fixing in realm bosses. For example Tenax does his dragon stomb without animation which is really hard to guess and is obvious bug.
_Enio_
09-18-2009, 11:37 PM
PD: Fixed and open!
Regards,
Woot nice!!
Kyrottimus
09-18-2009, 11:58 PM
Awesome! Pre-casting works great with melee again! I like the new GCD timers too! I feel I can almost get back into the "rhythm" of melee combat again.
One item of concern though: casting things like Thirst for Blood or Howl while running still won't force-stop your char to cast. Nor does it "slow you down" while casting either. It just won't cast at all if you're moving.
I'd rather have my character's movement to be force-stopped so the buff/spell WILL cast, than keep moving after. Rather than to not have it activate, only to have to stop moving myself so I can buff/cast it.
theotherhiveking
09-19-2009, 12:01 AM
Hi, a bug and some suggestions.
Berserk its still not instant (a oversight i guess).
Reduce mana cost on firsts levels, simply too expensive for very little benefit,
starting on 100-120 sounds reasonable.
State clearly that the buff only takes in account weapon damage and not strength, this confuses everyone, its simply not clear enough, same for the passive, i even send ponter a pm, and posted a thread in balance about it.
Jaw breaker, almost impossible to cast, and way taking in account you will end up never casting it (i use it in lvl one and i fail 8 of 10 castings)
It never got casted on me, or maybe yes, but i dodged it without even noticing.
Suggestion: reduction of casting time to 0.75, 1s is ok with a spear, but maces dont have these extra range..), Also, reducing the mana cost around 60 would be nice.
Also you must totally do something to execution and martial reflexes, high duration its simply not enough, im not even sure these work at all(thats the actual problem).
Well, thats all, nice job, i have to say i like it.
chilko
09-19-2009, 12:09 AM
"Notice: Due to the new combat/animation system, archer and mage spells must have a minimum 0.5 sec. casting time."
Just for the sake of the overhauled, flawless new combat system - put in an instant-cast animation and get rid of technical problems (like eg this) standing in the way of balancing.
It sounds like you would want to make some casts instant but you cannot due to restrictions of the new system - get rid of them as soon as possible.
you are wrong, we are not doing this because of a restriction or an animation problem.
Insta-cast and 0.5 seconds is almost the same in this new system because the casting starts in the client, and because how some things are and where processed in the server also.
Please remember that insta-cast was A BUG... according to design insta-cast had to wait for the weapon speed round... when we fixed the BUG, insta-cast spells where MUCH less responsive because you may not know how long you had to wait for the next weapon round. Starting right away a short casting was much faster.
We are actually conceding that some spells are almost instant with 0.5.
Also, now weapon speed is almost 100% faster, take that into consideration also... there are situations in the game where ranged classes DOES NOT need to move that much (defending forts) we need to make a balance between RVR and PVP.
Also, we want to be over with insta-cast for attacking in order to balance between Hardcore and more casual players, High ping and low ping users... It is something that you will need to live with. Please test before complaining.
Regards,
Chilko
Znurre
09-19-2009, 12:10 AM
Auto swing will not work within 2 seconds after pulling out your weapon, even for warriors.
If you do not leave battle stance it works as expected (instant all the time).
VandaMan
09-19-2009, 12:13 AM
Notice: Due to the new combat/animation system, archer and mage spells must have a minimum 0.5 sec. casting time.
If the spell must have a minimum of .5 seconds casting time, then what happens when a .5 second cast time spell is cast while arcane devotion is active, or while the caster is wearing cast speed boosting items?
Mashu
09-19-2009, 12:23 AM
New global cooldown is really nice. But there is weak point.
If I want to fully buff up, I cast:
berserk, thirst of blood, frenzy etc...
each time global cooldown does not allow to cast those spells immediately, even though those are not attacks.
As a results when I am fully buffed I have much less time left on my first buff then it was before, when I could cast them without cooldown.
Maybe buffs should not be affected by this global cooldown ?
theotherhiveking
09-19-2009, 12:26 AM
This new default spellbar made me think.. are there any plants for letting new chars choose their starting weapon?
Also i think that new chars should start with a small pool of points(not extra, from the current pool), they cant have new spells until lvl 5, having a extra spell or two wont hurt anyone.
Also, warriors start killing not really faster, this wont cause good impression in new players, that will likely expect the warrior to be the most damaging starting class, and will end up a bit disappointed, i suggest making them start with a shield too (so they dont look silly with that hand free) and making their starting weapons hit harder the firsts 10 lvls, around 10 points more of damage should be ok.
ArchmagusArcana
09-19-2009, 12:27 AM
So far, i LOVE the new gcd for mages, i am so much more responsive, but maybe a bit op (i hate to say it). I suppose that this is compensation for being dead meat in close combat that i should be able to do more from range. I am also using some decent CS items. I will test again with them off.
All spells, even Arc Dev, heals, etc will put you in combat mode....
Testing.......
theotherhiveking
09-19-2009, 12:39 AM
We believe that the majority of the bugs posted in the previous threads were fixed.
Can someone check if that includes TFB?
tharla
09-19-2009, 12:44 AM
Make it so that if you had autorun active when you casted a spell, you start running again after the spell has been casted.
Kyrottimus
09-19-2009, 12:49 AM
make it so that if you had autorun active when you casted a spell, you start running again after the spell has been casted.
+1
....................
_Enio_
09-19-2009, 12:57 AM
Update is great to play so far from my perspective.
0.5s casts feel instant :thumb_up:
(chilko,the explaination in post1 sounded like it was a technical thing with cast animation which prevented you to make some casts instant - thats why i jumped on it)
Got already positive feedback from support conjurers that it is much better.
While PvPing we stumbled over this
Old Bug:
Freeze effects that get applied on you while moving/turning dont reset your movement - you go on moving that way after the effect wears off, no matter if you still have that keys pressed or not. It makes it very hard especially for melee to get a good move out of freeze. Would be great if it could be fixed.
Mashu
09-19-2009, 01:01 AM
When I run pressing W, cast berserk.. berserk is not activated but my mana is eaten by the spell.
(few seconds later) Can't reproduce it now.
Znurre
09-19-2009, 01:11 AM
Other bug: when you run (hold W) and cast a skill, you will sometimes stop to cast the skill and sometimes simply stop slightly and keep running directly afterwards, cancelling the casting.
clings
09-19-2009, 01:14 AM
sry i tried to log in to amun, but every time my client crahses as soon as the "checking firewall" window appears (only amun, horus is fine).
i wanted to take a look at new changes as i'm already near to quitting, but this isnt very auspicious.
well good luck with all anyway ;)
maybe i'll check it in a few weeks again^^
Mashu
09-19-2009, 01:15 AM
Other bug: when you run (hold W) and cast a skill, you will sometimes stop to cast the skill and sometimes simply stop slightly and keep running directly afterwards, cancelling the casting.
Yes, sometimes its canceling the casting and eating mana, sometimes its stoping and casting the spell.
DemonMonger
09-19-2009, 01:37 AM
NGD,
First I would like to thank you on behalf of all the players of Regnum for this extensive Developer + User collaboration! The involvement that you have given us reminds me of the great days of the past :drinks: CHEERS! I have followed these threads and also tested on Amun along side many users, and will finally open my mouth:superpusso:.
I love the entire update in progress! + 10
One issue I had
* I was unable to attack after getting into combat mode, instead my character would appear to attack after each step I took.
* during this time the skills worked fine (only basics would not work)
* my ping was about not stable at the time (could have been the issue?)
ArchmagusArcana
09-19-2009, 01:49 AM
make it so that if you had autorun active when you casted a spell, you start running again after the spell has been casted.
yes yes yes
Lord_Latem
09-19-2009, 01:50 AM
I have had the opportunity to experiment with the new combat system with my marksman and my general impression is that implementation of the system, as it currently exists, causes the game to lose the fluidity I have come to know and love. Overall there is a very static feel to the game play.
I am of the opinion that new players, archers in particular, will have a difficult time becoming accustomed to how things work. That is, it is not intuitive that the archer has to remain motionless when attacking. There have already been numerous complaints regarding the inordinate amount of time spent grinding to achieve level 50. Implementation of the new combat system is very likely to extend that time.
I do not care for the pause before attack once the opposition has been selected. This is not difficult to deal with when first attacking. However, after each movement seems to be a bit much.
I do not feel that my game play was adversely impacted by the GCD.
Some of the oddities I ran across when testing are as follows:
1. Ignean Madness cast upon me from a distance of 25m?
2. Ignean Madness cast upon me when not attacking, nor having aggro'd an Igneo.
3. Nearly half of my arrows disappeared upon returning to Horus from Amun. Even with the increased attack speed, I simply cannot believe that I went through 1,500 arrows.
I did like the new rock texturing near the Samal save, and the look of the Ignean guards in Samal.
I guess I am not that good of a marksman because it does not seem that barbarians have any difficulty killing me. I suspect that what I am saying is that I have never been witness to the class imbalance, which is often mentioned. I cannot believe that anyone would consider my hits to be overpowered, or my ability to evade an attack above and beyond their combat capabilities.
In general, I am of the opinion that this is the wrong direction to take the game. I hate feeling as if I have a negative attitude, but perhaps it is time to start thinking about retirement.
Arafails
09-19-2009, 02:01 AM
The pause to attack when stopping feels a little too long to me on ranged....
_Enio_
09-19-2009, 02:07 AM
Minor Bug:
When mounting a horse out of running, you have to klick it twice.
The first klick stops you and shows the mount effect for a second but the cast does somehow cancel.
The second klick mounts you normally (as it works to mount from standing still)
This might be the same thing with spells makin you stop on klick but cast gets cancelled.
Edit:
not sure why i didnt see that earlier but this bug:
I just relogged to make sure i get all updates.
I still stop when i hit a spell (even when no target selected).
hehe it was a bug... its 8:20 pm you know? :)
Surak says it should be fixed now...
is back again.
Maybe this is also causing some of the already reported problems with spells not successfully casting as the range/facing requirement isnt met but we think it is as we stop moving..
Klutu
09-19-2009, 02:15 AM
Well this update on phase 3 is amazing such a large improvement!
i do fine barbs are more responsive but still there not as good as they are atm.
the other thing is conj's you raised there spells mana and now when you heal someone you go into attack mode (wasting more mana) which makes it very hard stop heals and buffs from putting a conj into attack mode.
P.S
Any chance you can fix my Thorkul slaying Jaw stats wise? xD
Vaylos
09-19-2009, 03:39 AM
Well, I didn't get a chance to test the pvp aspect. When I logged in, I forgot I still had characters on RA, and it bought those over. I deleted them, and hopefully it will pick up my other two Horus characters soon.
I did do a bit of grinding on various mobs of various difficulties with my old RA Hunter. I apologize if it was mentioned before, and I know the animations are a work in progress. However, to me, it feels like the animation on drawing a bow, firing, and the target being hit is not fluid. Rather, it feels a bit unnatural to me. Like the drawing and firing is very quick, but the actual hit register is delayed too much, so it is somewhat hard to get a feel of when to move without canceling your normal attacks.
I don't think there's a problem with the speed of the attacks themselves, but I feel like the animation of drawing/firing is too fast compared to when the hit is actually registered. Like, there's too much dead space between the animation and the hit. Now, I know it takes time for the arrow to reach the target IRL, but in the game if you move after the arrow "leaves the bow" (according to the animation) and before the target is hit, the attack is canceled. However this wouldn't happen IRL. And yeah, I know it's comparing a fantasy game to an real situation, but it's a basic thing, so the comparison should hold. Anyway, this may be a problem, and the animation speed may need to bet tweaked to get a more natural feeling as to when the target will be hit, otherwise there's a lot of guesswork, "did it hit? did it not hit? did I move too soon?".
Perhaps slowing down the animation would help make the whole thing more fluid, and more natural feeling, and make it easier to know when it's okay to move again. The other side, is that the animation starts up again very quickly, almost immediately after the hit is registered, and I feel like there is not enough time between the actual hit, and a new instance of the animation beginning for the next attack. I think the speeds and timings need to be adjusted more. Either the animation slowed, or the hits/animations spaced a bit more evenly.
I'll try to get in some good PvP time once my Horus Chars get picked up by Amun. I'm liking what I'm seeing for the most part so far though. :)
Edit: for the record this was done with a fast shortbow at the time. I'll get some medium and slow bows and see how those feel as well when I hop on next time. Happy testing!
Pabl0_Esc
09-19-2009, 07:47 AM
Intuition: Cast time 1 sec.
I gotta ask. What's Intuition, cause I couln't find it in any char spells :looking:
We are actually conceding that some spells are almost instant with 0.5.
Also, now weapon speed is almost 100% faster, take that into consideration also... there are situations in the game where ranged classes DOES NOT need to move that much (defending forts) we need to make a balance between RVR and PVP.
Also, we want to be over with insta-cast for attacking in order to balance between Hardcore and more casual players, High ping and low ping users... It is something that you will need to live with. Please test before complaining.
There has been some improvement. Congratulations!
However, I still feel that support spells should be instant. 0.5secs is enough to be canceled, and I've had it cancel twice. Also, with my ping, it feels FAR LESS than instant. I do not see how cast times for those spells help people with high ping like me.
The cooldown timer isn't that visible. I suggest the cooldown timer turn the icon into black and white, with the portion of the timer that is done into color.
Mashu
09-19-2009, 08:12 AM
I have had the opportunity to experiment with the new combat system with my marksman and my general impression is that implementation of the system, as it currently exists, causes the game to lose the fluidity I have come to know and love. Overall there is a very static feel to the game play.
Fight is a bit slower, due to cooldowns, as long as cooldowns are only to block parrarel skill casting and dont affect buffs, I am fine with it. But speed items should lower this cooldown imho, it feels slower and less dynamic, but I can live with it.
If there is limit for speed that we can fight, this is nerf to Ignis which use speed with ring of lighting.
Then there should be also limit to range. I am not sure what Syrits ring is doing, is it range ?
I am of the opinion that new players, archers in particular, will have a difficult time becoming accustomed to how things work. That is, it is not intuitive that the archer has to remain motionless when attacking. There have already been numerous complaints regarding the inordinate amount of time spent grinding to achieve level 50. Implementation of the new combat system is very likely to extend that time.
Normaly archer don't run and shoot. This is intuitive.
The problem is that archers became adepts in close range fight, while they should stay behind warriors in combat. This is shown by the numbers of hunters that people started playing.
I guess I am not that good of a marksman because it does not seem that barbarians have any difficulty killing me. I suspect that what I am saying is that I have never been witness to the class imbalance, which is often mentioned. I cannot believe that anyone would consider my hits to be overpowered, or my ability to evade an attack above and beyond their combat capabilities.
We tested with duel banner and I had around 100-200 hp left.
Seems not like "any difficulty" I would call it luck :confused:
Inkster
09-19-2009, 09:07 AM
We are actually conceding that some spells are almost instant with 0.5
I'll give you that one (sort of)
What would be useful as mentioned if a player is on autorun, after casting something the run continues.
Side note: i noticed no horses can be obtained with in game gold & the premium mounts don't state a duration anymore.
Does this mean that the premium mounts will not be rented but owned outright?
Vythica
09-19-2009, 09:20 AM
Well Vyth has been turned into jell-o pudding. So I ran to the refuge of the one toon that seemed to have escaped the nerf bat, as there's no WAY they could have been made any weaker; my knight. Imagine how shocked I was to see the CD raised on Troll's Skin! Why? What purpose does that serve? Making knights even more crap? Seriously. Put down the nerf bat and step into the realm of fixing things. I'm sad to see the (literal) $100s of dollars I've spent on this game go down the commode. I'm not saying that as your friend, I'm saying it as a paying customer. Either give me my knight back, or my money.
chassor
09-19-2009, 09:30 AM
give them a crappy product , when they are not happy adjust it a bit and then again and again , customers will be more happy even if at the end they will get a crappy product anyways !
all customers will not fall in the trap and keep there money in there pockets anyways !
Bladnoch
09-19-2009, 09:35 AM
Small bug with attack animation...
I tried some attacks on a werewolf and by the time I finished him off, my character still had the animation of 'Im about to cast another spell'. Even when I started running around then stopping, it was still there. Only when I switch out of attack mode does it go.
http://i36.tinypic.com/oab3h1.jpg
Inkster
09-19-2009, 09:35 AM
Either give me my knight back, or my money.
Although i sympathize with you there is a problem with this request. As it clearly states on the obtain premium page
http://i140.photobucket.com/albums/r33/Inkie_04/Regnum/ximscreen.jpg
But honestly, I think this new update is ok for the melee class but not for the ranged classes
Mattdoesrock
09-19-2009, 10:25 AM
Warlock:
VASTLY IMPROVED! The new GCD is actually fantastic, combat is very fluid now... Apart from the dodgey animations.
Warrior:
It can still be VERY hard to attack. SOmetimes the autoswing can screw you over. At times it just Will. Not. Fire. Then other times, it'll attack when you don't want to and REALLY scew you over; e.g. With Retaliation.
Also there is still the 2 / 2.5s attack speed bug with warriors, if you draw your weapon and charge towards the enemy, it'll be 2 / 2.5s before you can start to attack with your autoswing.
I really have to agree with Vyth and the Troll Skin issue..
PLEASE can you explain the reasoning behind this? In my opinion Knights are currently the worst class and this just cripples them even more.
I mean seriously, what can a Knight do that a Barb can't? Sure they don't have Blocks (But do Knights?) and they don;'t have Aoo, but Barbs can tank a decent amount with the right setup - even more so with the insane new Beserk - They do far far more damage, they have more speed, they have the same CC that Knights do.. Seriously... This change is SO SO un-needed. Please reconsider this.
Dupa_z_Zasady
09-19-2009, 10:27 AM
For the time being:
Precise Block animation doesn't work.
Confuse icon appeared after loooong delay(while confuse was working).
EDIT: confuse works now, i'll report after further testing treat this as false alarm.
I don't understand something about canceling.
Example: on live server canceling of aqantis's multiple thrust is easy: i see delay in normal attack, or even aquantis starts to swing his trident i cast kick or feint, animation continues, but aqantis falls down and there is no thrust shown i the log. On Amun, thrust is always shown (if my kick/feint seems to be casted on time) as blocked or resisted and i don't know if i really canceled or no. How it works?
Staff Mastery. I urge you to reconsider touching that. Note: these are mostly archers who whine about it. There where mostly archers that where whining to nerf warriors's defence skills and you know how it ended. IMHO, conjus just recieved a lot of nerf, you're going to lose them as you lost warriors.
Isemon
09-19-2009, 10:27 AM
There has been some improvement. Congratulations!
However, I still feel that support spells should be instant. 0.5secs is enough to be canceled, and I've had it cancel twice. Also, with my ping, it feels FAR LESS than instant. I do not see how cast times for those spells help people with high ping like me.
The cooldown timer isn't that visible. I suggest the cooldown timer turn the icon into black and white, with the portion of the timer that is done into color.
same here.
gluffs
09-19-2009, 10:38 AM
Most off the tweeks look great. but why raise cooldown on Trolls skin to
4.5mins?? Another skill renderd useless in the Vanguard tree, i could
understand if you put a longer cooldown so it is a bit longer then duration..
but comon 4.5mins??
Plz give me a good explanation about the ideas behind the ludacris cooldown
to trolls skin. It is usually very powerfull spells that has long cooldowns like
the auras and areas and imo trolls skin isnt a "powerfull" skill, it just helps us
take 1 or 2 more hits total.
DkySven
09-19-2009, 10:44 AM
Staff Mastery. I urge you to reconsider touching that. Note: these are mostly archers who whine about it. There where mostly archers that where whining to nerf warriors's defence skills and you know how it ended. IMHO, conjus just recieved a lot of nerf, you're going to lose them as you lost warriors.
In my opinion as a knight, staff mastery is too strong. It gives mages a bit too much dps while they still have points left for other spells. If you search the forums, you'll find quite some evidence that SM is too strong.
Inkster
09-19-2009, 10:53 AM
This new update will probably force more mages into using sm which in turn will be nerfed
Kianoni
09-19-2009, 10:56 AM
After a quick testing with my hunter here's something for NGD to fix:
- enemy surveillance puts you in combat mode (there's other spells too that put you to combat mode unnecessarily)
- trying to cast a longbow spell with a shortbow puts you in combat mode (and vise versa)
rogueish
09-19-2009, 10:58 AM
I have to say this update is the worst ive seen since i've been playing. I understand that ngd feels they need to push people into playing unpopular classes in order to have what they feel is a balanced game. I also realise that this game doesnt and isnt supposed to represent any real world couterparts. But lets look at the real historical versions of the player charachters. mages really didnt have any so we'll skip them. Archer are represented by marksmen and hunters which would have been military archers and hunters/scouts. The warrior class barbarians and knights would have been barbarians and soldiers. Now a military archer would have primarily had a defensive purpose on castle or fort ramparts and used a longbow to pierce the armor of attacking knights. A hunter/scout was the equivilent of a comando and usually would use a shortbow as it was easier to carry in the brush and could be fired faster than a longbow. A knight was hevily armored and was practically impervious to shortbows but very vulnerable to long. A barbarian only traveled in very large groups because as strong and agressive as they were they were an easy kill for any knight or anyone with a ranged weapon. Ngd had the game pretty accurate in most respects. Now as I said at the beginning of this post I understand why Ngd doing what theyre doing. What I dont understand is why people who chose to play a charachter intended to travel and fight in a group incessantly whine when theyre killed in a 1 on 1 fight by a charachter intended to fight alone. Seems to me they should be smart enough to stay in a group like their charachters class is supposed to instead of cheering Ngd for ruining the best and most fun class in the game to force people to play the worst and most boring just to be able to compete. I for one wont be in the game if and when this update come to the main servers so the crying barbs can breathe a little easier isnt that right klutu lol.
Freduardo
09-19-2009, 11:00 AM
Ok. After a really short test on a few mobs after phase 3 on amun, I must say that on the whole I'm satisfied things are going in the right direction. Quite a few bugs still need to be ironed out of course (like mentioned, the 2s waiting for autohit after changing to attack stance).
I haven't found much time to do more extensive testing, but I'll try asap.
I know that this major overhaul of the combat system has improved/will improve gameplay for warriors as a class again.
I would also like to thank both NGD and most of the users for the constructive way this update has been discussed and tweaked, bugs reported, etcetera.
Still, I'm with Vyth, Matt and Fury on the knight issue. Atm we still are nothing but big lumps of const. With the same cc spells that barbs have, but less damage, no blocks and a crappy aura system.
To an extend, I can understand that right now, you guys are quite busy with other aspects of game improvement. But I beg you to at least confirm that you are aware of the problems with knights at the moment (on the live servers AND the testing server) and somehow give us an insight on how you plan to 'balance' this.
In conclusion: As far as I'm concerned, good job so far. Let's keep going the way we are. But please give us our knights back.
Dupa_z_Zasady
09-19-2009, 11:08 AM
In my opinion as a knight, staff mastery is too strong. It gives mages a bit too much dps while they still have points left for other spells. If you search the forums, you'll find quite some evidence that SM is too strong.
You mean Mirculix's and Envy's test? That test was a bullshit. They could in the same way put a barbarian against a marksman and prove that barb hits too hard and require a nerf. This test was done by archers for archers and as usually they forgot about archer's superiority in speed. They always do. SM without really good staff is far from being overpowered.
Hey, i've forgotten about archers evade rate and spells, and there are mostly archers, who whine about SM, although they are able to evade those "huge damage" SM hits.
Pabl0_Esc
09-19-2009, 11:21 AM
Still, I'm with Vyth, Matt and Fury on the knight issue. Atm we still are nothing but big lumps of const. With the same cc spells that barbs have, but less damage, no blocks and a crappy aura system.
To an extend, I can understand that right now, you guys are quite busy with other aspects of game improvement. But I beg you to at least confirm that you are aware of the problems with knights at the moment (on the live servers AND the testing server) and somehow give us an insight on how you plan to 'balance' this.
In conclusion: As far as I'm concerned, good job so far. Let's keep going the way we are. But please give us our knights back.
+ 1 from me. Please, please, please let knight be playable and worth lvling up.
Kianoni
09-19-2009, 11:42 AM
In my humble opinion, this radical changes are not needed to balance warriors against ranged. The current version on amun makes ranged character gameplay really static without possibility to use movement to your advantage. It is not a good change. A good change would have been to give warriors an ability to catch ranged characters. You are on a good track and I'm so happy you communicate with us more than before but there's a lot more work to be done before this should be considered a good update.
chassor
09-19-2009, 11:51 AM
we all know that non playing players have a disavantages VS paying players most since the luckyboxes , now gems will be buyable too ... and worst the items attribute exchange , so now i can transform my medium 20 arc on fast 25 and keep the 20 med dmg ... when i joined the balance vs paying non paying matter to ngd , i loved it .
things we're slowly moving from that and now the final step is ready to be made .
even with this tactic you'll fail NGD as in the past you'll get a boost income revenue for a month maybe 3 and then people stop buying xim because they will be full equiped and then you will do an update to screw things add xim stuff to boost and again and again this system in flawed totally flawed !
chassor
09-19-2009, 11:54 AM
In my humble opinion, this radical changes are not needed to balance warriors against ranged. The current version on amun makes ranged character gameplay really static without possibility to use movement to your advantage. It is not a good change. A good change would have been to give warriors an ability to catch ranged characters. You are on a good track and I'm so happy you communicate with us more than before but there's a lot more work to be done before this should be considered a good update.
barb have a spell for that hawl (the one who stun) but very few use it , they prefer to deal high dmg !
we all know that non playing players have a disavantages VS paying players most since the luckyboxes , now gems will be buyable too ... and worst the items attribute exchange , so now i can transform my medium 20 arc on fast 25 and keep the 20 med dmg ... when i joined the balance vs paying non paying matter to ngd , i loved it .
From what I know, you transfer all attributes into the weapon. It's like a skin change. If you move a medium 20 into a fast 25, your fast 25 will turn into the medium 20.
UmarilsStillHere
09-19-2009, 12:02 PM
From what I know, you transfer all attributes into the weapon. It's like a skin change. If you move a medium 20 into a fast 25, your fast 25 will turn into the medium 20.
Correct it only changes the skin and the wep needs to be of the same type (I think) Eg you could take a level 10 med 20 bow and swap the looks with a level 50 med 20 bow, it swaps the visual with the stats, not as many first thought allow for the transfer of damage, spec stats, etc.
chassor
09-19-2009, 12:04 PM
From what I know, you transfer all attributes into the weapon. It's like a skin change. If you move a medium 20 into a fast 25, your fast 25 will turn into the medium 20.
oh my bad then , it tough only the attribute not the dmg
Arafails
09-19-2009, 12:08 PM
barb have a spell for that hawl (the one who stun) but very few use it , they prefer to deal high dmg !
If you're talking about Deafening roar, it certainly cannot be used as a pursuit spell. Stopping for long enough for it to cast gives anyone enough time to move out of its limited range if they're already running (and that's all about reaction time anyway).
A whole lot of people are behaving like whiney brats instead of making constructive critique. NGD have said that none of this is final, they're trying to involve the community hear, and parts of the community are shitting all over that. Instead of saying "This is the worst update ever" or "I'm gonna quit over this" (or words to that effect), mayhap you could identify exactly what ails you and describe a finite problem?
If it were not for the fact that they're trying to run a production quality shop, I'd be inclined to suggest that NGD propagate the position calculation changes to the live servers without anything else, and that would allow them to see what really needs adjusting to suit. It might make more sense to remove everything except that from the version on Amun.
In other news, the quick bar is still showing all powers at level 1.
UmarilsStillHere
09-19-2009, 01:11 PM
I feal that most marks arrow mastery skills should be 0.5 or instant, 1sec is a bit much.
-Edge-
09-19-2009, 01:19 PM
Bugs:
-The character has no turning animation, but it appears for other players.
-When casting time spells are canceled by movement, mana is still consumed.
-HUD still shows skills at level 1.
UmarilsStillHere
09-19-2009, 01:44 PM
Bugs:
-The character has no turning animation, but it appears for other players.
-When casting time spells are canceled by movement, mana is still consumed.
-HUD still shows skills at level 1.
I can confirm all of these.
Still think armour 'swaps' should only be within the sublcass.
I feal the new archer animation is a lot more realistic, going into combat you get an arrow from your invisiable quiver, going out you put the arrow away, now maybe you should work on making that invisiable quiver acctualy exist :)
Overall, I am now looking forward to this update.
Warthog
09-19-2009, 01:46 PM
I am all for giving cast times to all ranged instants to actually stop them an hold them in place momentarily. I on the other hand do not see how it is implemented now as helping those with high Ping and low FPS issues. Those without will still have the advantage as they will consistantly be able to make a cast then move in a second or so on low cast time things. Those of use with Ping issues will be making a cast and stnading way longer to make sure it actually casts which just makes it that much easier for a non-lagged warrior/archer/mage to kill. PLease please, consider bring back to where if you were on auto-move before the cast you start again as soon as it is possible to move. Or if you were just holding down a direction key as long as you don't release it then repress it during the cast you start to move again after the cast.
If this means even that you have to change some casts speeds again from 0.5 to 0.75 or something to make sure there is no slide casting as there is now, so be it. I just fear that with my lag, and many others like me, that the system as is will make us like sitting ducks for fear that if we move too soon no matter what the animations may look like on our screen that we are actually moving too soon and canceling the spell, or moving way too late after spell is cast that any decent player without the same lag issues will have time to laugh while they knock/stun.freeze w/e to us then kill us.
Ok, this version is a lot better.
The char should start walking again after casting a spell when keeping the movement key pressed.
Lower the Arcane devotion cast time to 0.5s.
Lower Crystal blast cast time to 0.5s.
ZericOfGa
09-19-2009, 02:54 PM
Now that there are a lot of barb improvements, making them hit harder with no armor consequences, I'm trying to figure out how this has improved the knight-half of the warrior class. The spells we used were nerfed, the ones we don't were improved.
I'm sorry but unless i've misunderstood, barbs are supposed to kill fast and die fast. Berserk's armor reduction helped make that possible, now they can cast Thirst for Blood, Caution, Frenzy, and Berserk with no penalty but mana, which, after the buff, they only use normals anyway...
So I am just curious as to how I am supposed to keep barbs off of mages and archers if they hit 5x what I do and have the same armor bonuses.
Personally I think Awareness or Rigorous Preparation needs to be replaced with a resist to all physical damage spell similar to Frenzy. That way it is one that ONLY knights have that sort of keeps some defenses up against barbs.
DkySven
09-19-2009, 02:58 PM
Now that there are a lot of barb improvements, making them hit harder with no armor consequences, I'm trying to figure out how this has improved the knight-half of the warrior class. The spells we used were nerfed, the ones we don't were improved.
I'm sorry but unless i've misunderstood, barbs are supposed to kill fast and die fast. Berserk's armor reduction helped make that possible, now they can cast Thirst for Blood, Caution, Frenzy, and Berserk with no penalty but mana, which, after the buff, they only use normals anyway...
So I am just curious as to how I am supposed to keep barbs off of mages and archers if they hit 5x what I do and have the same armor bonuses.
Personally I think Awareness or Rigorous Preparation needs to be replaced with a resist to all physical damage spell similar to Frenzy. That way it is one that ONLY knights have that sort of keeps some defenses up against barbs.
Although knights do have a higher armor multiplier (1.8 against 1.6), I do agree completely with the rest of your post.
relu-cri
09-19-2009, 03:04 PM
Now that there are a lot of barb improvements, making them hit harder with no armor consequences, I'm trying to figure out how this has improved the knight-half of the warrior class. The spells we used were nerfed, the ones we don't were improved.
I'm sorry but unless i've misunderstood, barbs are supposed to kill fast and die fast. Berserk's armor reduction helped make that possible, now they can cast Thirst for Blood, Caution, Frenzy, and Berserk with no penalty but mana, which, after the buff, they only use normals anyway...
So I am just curious as to how I am supposed to keep barbs off of mages and archers if they hit 5x what I do and have the same armor bonuses.
Personally I think Awareness or Rigorous Preparation needs to be replaced with a resist to all physical damage spell similar to Frenzy. That way it is one that ONLY knights have that sort of keeps some defenses up against barbs.
i'm agree with him .. i read the vision and u told us that knights needs to be revisited but u still continue to make them weaker... and improve a lot barbarians... and yes Awareness and Rigorous aren't useful in war i've never used them...
UmarilsStillHere
09-19-2009, 03:24 PM
After nerfing Balestra, Ribs Breaker, owth, multi-wep-buff stacks, caution, onslaught, and likely a lot ive forgot I hardly think removing the armour penalty on Berserk makes barb so powerfull.
However I agree knights have shared many of these nerfs and had their own to deal with as well, unless % resist all damage spells (around the same level as acrobatic) are introduced and spells to FORCE the enemy to target you I dont see what can be done for knights.
theotherhiveking
09-19-2009, 03:51 PM
Everyone damage got nerfed according to chilko, so even with berserk now they wont hit that hard.
linearguild
09-19-2009, 03:52 PM
If I try to cast a spell without enough mana, the game reports "You do not have enough mana" but I still lose my attack for that round.
I'm unable to take a video but this is easy to demonstrate with any expensive spell and any slow weapon. You will never perform a normal attack as long as you keep trying to cast the spell.
I feel this is a bug since I expect no side effects on attack timer from failed cast due to lack of mana.
ZericOfGa
09-19-2009, 03:55 PM
Well thats exactly the point. Mages have energy barrier, archers have acrobatic, and barbs have frenzy. Knights, regardless of their intended defensive role, have no resist damage spell of any kind besides Army of One, which certainly cannot be used regularly. Knights need a Frenzy/Caution duration/cd spell that provides resist to damage with the same amount that Acrobatic provides.
ArchmagusArcana
09-19-2009, 03:56 PM
If there is limit for speed that we can fight, this is nerf to Ignis which use speed with ring of lighting.
Then there should be also limit to range. I am not sure what Syrits ring is doing, is it range ?
ARE YOU KIDDING ME!!!! Seriously dude. RoL is the most powerful quest item in the game. you can gain 10% AS with (2) quest items, everyone in the realm can. In Alsius the best we have is a 9-15 Fire damage ring, which, iirc, ignis is very strong vs on their boss armor, and also the most common elemental damage in the game. There is no limit imposed on attack speed with this update, none at all, only the GCD (which btw, ONLY affects spells, attack speed is a completely different variable), which i think is a brilliant idea (so long as its reasonable).
To all you people crying about how you are going to quit, while not putting specific issues as to why you dont like it, THIS IS NOT FINAL, this is a test, they are constantly changing things. NGD is striving right now to do this update right, to involve us in it and to make it acceptable to everyone, and you want to waste this chance, to what, whine? Be constructive, strop trolling, stop flaming, and either contribute something to the discussion, or SFTU.
UmarilsStillHere
09-19-2009, 04:30 PM
Syrtis DSR (readly sight ring) gives slash damage, I forget how much off the top of my head but its around 15-25 I think.
DkySven
09-19-2009, 05:01 PM
NGD, it might be a good idea to look into this topic: http://www.regnumonline.com.ar/forum/showthread.php?t=48633
Apparently barbarians can transfer two handed weapon stats to one handed ones, not only giving them the possibility to look completely like knights when they make the level 9 warrior shield look like a medusa, but they will also have the block chance and armor points from it extra while still using something with two handed weapon stats. This situation doesn't seem desirable to me.
UmarilsStillHere
09-19-2009, 05:20 PM
It would seem you have lowered the attack of archers and warriors (dont know about mage spells) so I have a question.
You lowered most defence spells power so we die faster.
Now you lower most attacks so we live longer (dont know if speed is altered on warriors)
I dont see were your going with that, soon mobs will be able to pwn us, so when do mobs get nerfed?
GIO879
09-19-2009, 06:08 PM
i just want to post this video i made this afternoon ( with my knight "seven of nine")to show how it s possible to straff with a knight, i just want NGD imagine if the knight and the barb will be some archer after you update http://www.youtube.com/watch?v=UJyCXwn7Gns
you can also see the problem to select a target in movement
If the people doesn't use straffing, it's not the fault of the one who use it, and any player asks this new movement so don't punish them !! You re the only guilty
dani-o
09-19-2009, 06:24 PM
Also, now weapon speed is almost 100% faster, take that into consideration also... there are situations in the game where ranged classes DOES NOT need to move that much (defending forts) we need to make a balance between RVR and PVP.
i dont think that the speed increase is working.
i just tried it, chek it out, first picture from RA second one from AMUN, 3 normals before the mob reached me (100% attack speed should give 6 attacks before the mob reaches me if im not wrong), normal attack speed is 2 sec, ocationally it can be once per second, or once per 3 seconds.
in both cases i have selected the mob out of range, and waited until the mob moved towards to me and got in range. in both cases the mob started to chase me when the first attack landed.
jbhero
09-19-2009, 06:25 PM
NGD, it might be a good idea to look into this topic: http://www.regnumonline.com.ar/forum/showthread.php?t=48633
Apparently barbarians can transfer two handed weapon stats to one handed ones, not only giving them the possibility to look completely like knights when they make the level 9 warrior shield look like a medusa, but they will also have the block chance and armor points from it extra while still using something with two handed weapon stats. This situation doesn't seem desirable to me.
No, I tried it but couldn't put my 2H stats on 1H sword. The other things of shield are possible.
DkySven
09-19-2009, 06:38 PM
No, I tried it but couldn't put my 2H stats on 1H sword. The other things of shield are possible.
Ah, my bad then.
Topogigio_BR
09-19-2009, 11:03 PM
I realy dont thing speed atack is functioning, as my slow bow is even slower at amun.
i dont think that the speed increase is working.
i just tried it, chek it out, first picture from RA second one from AMUN, 3 normals before the mob reached me (100% attack speed should give 6 attacks before the mob reaches me if im not wrong), normal attack speed is 2 sec, ocationally it can be once per second, or once per 3 seconds.
in both cases i have selected the mob out of range, and waited until the mob moved towards to me and got in range. in both cases the mob started to chase me when the first attack landed.
It's because normal attacks have a casting time which acts like a casting time now, so attack speed is only the very little space between the end of one normal hit cast and the start of another normal hit cast. That's the conclusion I came to at least, and now there is very little difference between fast/med or med/slow bows, making spells like rapid shot or hawk's gaze a lot less useful.
_Enio_
09-19-2009, 11:42 PM
It's because normal attacks have a casting time which acts like a casting time now, so attack speed is only the very little space between the end of one normal hit cast and the start of another normal hit cast. That's the conclusion I came to at least, and now there is very little difference between fast/med or med/slow bows, making spells like rapid shot or hawk's gaze a lot less useful.
oO attack animation scales with speed, there IS a difference in speed of attacks when you eg use rapidshot with a mediumspeed shortbow.
From tests the attackspeed we gained with this update seems to be around +15% i think.
+100% would defenitely be different => 2 shots in the time we did 1 before, or did i get that wrong?
Gawyn_Trakkand
09-19-2009, 11:52 PM
Dunno if this is a bug or not but is anyone else (specifically warrior classes) getting a long pause before they attack normally? I just pvped about 4 different people every time i would either have attack animation but no dmg done or i wouldnt normal even with the enemy realm selected and me n combat stance. Just want to know if it is just me or have other people been having this problem :(
Edit: definatly not just me having the problem :/
oO attack animation scales with speed, there IS a difference in speed of attacks when you eg use rapidshot with a mediumspeed shortbow.
From tests the attackspeed we gained with this update seems to be around +15% i think.
+100% would defenitely be different => 2 shots in the time we did 1 before, or did i get that wrong?
Well yes, there is a difference in speed of attacks, but very little or none at all in the casting time of the attack.
I did these tests on a slow attacking mob with 3 different attack speeds. The logs are, in order, slow, medium and fast. No attack speed buffs or gear were used.
Live server:
http://i36.tinypic.com/28wf7uf.jpg
Test server:
http://i37.tinypic.com/20rjwhs.jpg
As you can see there is a bigger difference in rate of attacking with the different attack speeds on the live server.
_dracus_
09-20-2009, 08:10 AM
When the fuck the Trelle's save location gonna be changed!
jbhero
09-20-2009, 08:27 AM
Dunno if this is a bug or not but is anyone else (specifically warrior classes) getting a long pause before they attack normally? I just pvped about 4 different people every time i would either have attack animation but no dmg done or i wouldnt normal even with the enemy realm selected and me n combat stance. Just want to know if it is just me or have other people been having this problem :(
Edit: definatly not just me having the problem :/
Same for me, not sure why, but when I run upclose to attack, it makes me wait for some secs before the first normal actually hits. And then comes those god awful ghost attacks, those are a pain, you keep swinging but nothing registers. Also, on the animation I see a lot of swings and hits but in the actual log it shows only some.
After some testing, i found few issues (more in fact, but this is the main ones):
Enemy surveillance puts you in combat mode and doesn't resume autorun: Imho, non-offensive powers shouldn't put you in combat mode, for example, camouflage puts you in combat mode (since a long time and still in 1.0.7), it should just keep the mode the character is in before casting.
Fast short bows damages are very low against high defense:
how exactly are made the new damage calculation ? Speed difference between fast/medium/slow looks lower.
It seems to me fast short bows DPS vs slow long bows DPS have changed in favor to slow long bows.
Animations are still very broken, and new archer normal attack animation is not pleasing to me
Pre-cast is working but the delay is shorter than before. It would be nice to have an animation for that (like a fast blinking icon in the spell bar when a power is pre-casted, animation will end at cast or delay expiration).
A bug appeared recently in 1.0.7 and is present on Amun: powers in spellbar may become out of sync after a reset_powers, or when it is an item (weapons for example). The icon of the "old" power isn't removed when it should.
Tranfering attributes is a nice idea, but imho it should be called "Copy appearence" instead, and should not affect original item at all. It should just copy the appearance (form and colours) of one item of a certain type (ie. short bow) to another one (a short bow too).
Overall, recent changes make things a bit better than few days ago but i find it reduces a lot the fun for archers, especially for petless hunter using a fast short bow...
Things are more static.
Grinding is even more a pain (yes, it is possible it seems)...
I hope you'll add positive changes for this class (like fixing broken powers and replacing unused ones).
To compensate all negative changes you're about to make, it would be a GREAT improvement in the game, for all, to have fully configurable key bindings and optionnal spell bars... please tell us if you consider to implement something for the next release or not.
Seher
09-20-2009, 10:50 AM
It seems there is a problem with cannot move spells, they prevent attacking too:
http://de.xfire.com/video/144401/
http://de.xfire.com/video/144426/
And it is really annoying to interrupt normals, imho the character should be stuck while shooting.
Ps: Rearing mount + strafing produces a weird animation, and mount names don't appear/disappear until you re-select the player. And could you please use some less eye hurting colors for NPCs/players? :P (especially alsius and syrtis)
Angelwinged_Devil
09-20-2009, 10:56 AM
warlock:
arcane devotion doesn't seem to work
if a warlock casts something while running then make him stop running and continue the run after he started casting
Also after this update who wants to use a fast staff?
if I want to cancel a spell I wanna hold down alt or ctrl before running or something so I don't cancel it when i just want to run backwards as soon as the spell is done
Amun isn't updated, I don't know if it's possible but can you throw in all characters from all servers? can't really test my other classes :/
Punti_X
09-20-2009, 12:39 PM
Did not read all posts before, so:
Found following errors:
1 - remained dizzy long after spell ended- at least 10 seconds
2 - casted Beetle swarm, but interrupted it by moving, cooldown on it started, but not showing on icon
NGD, keep good work, but, from my conjurer mind, and I mean that I dont play NO OTHER CLASS, i found this update making my gameplay harder. And I play big supporting job.
OK, it is your game, but, please:
I WANT TO KEEP MOVING AFTER I CAST!!!
(I DONT MIND STOPPING)
PLEASE!!!
Warthog
09-20-2009, 01:00 PM
NGD I would like you yourselves to test something, which I think will make you understand why so many people are asking for being able to keep auto-move allowable after a cast if the action button was held the whole time during the cast. I think many would also not complain if doing this meant adding cast times back to all spells that we reduced in this latest setup. This is my main concern with this, not to mention the fact that this system you say is to try to help people with high ping vs low ping which IMO it won't.
On the live server actually try a fort fight, but one where the gate is broken but still an army is inside to defend a guard captain, then the flag. Look at how active and dynamic the fight is. Say use 15 people per side, for the fight. Then go to the test server and try the same thing, while I have not actually done it myself, my belief is that any ranged character in such a situation will be rendered near useless. Maybe they will get a spell or two off if there willing to stand still and be a sitting target before they get killed.
So, other then adding slightly more cast times to spells; to make sure they hold people in place and the slide casting that there is now is no longer possible; and returning auto-run after cast to all classes. The only other option I can think of is drastically redoing all forts and probably even doubling them in size so there will at least be a chance with this new mechanics for the semi-static classes to be effective before they are killed off.
Perhaps on Ra things are different, but I very much enjoy the fast paced dynamic fights inside a fort or castle once the door is down. And as it is setup now, you can only run so far, so even warriors can be very effective in these situations on the live server on Horus.
chassor
09-20-2009, 01:19 PM
1) i totally understant that barbs needed to be rebalanced to deal with ranged classes
but NGD should have done it without touching the gameplay system
kitting should have been removed as it give archer a big advantage but not as it is done now , hitting should makes you stop , but no need to stop to shoot (you shoot so you stop as some spells does) , the delay to shoot after moving is also a bad things as it seems don't exist for warrios (no personnal ex , i asked warriors) .
this delay exist also on turning (wich make no senses) so now we will have the opposite , static archers and turning strafing warriors.
so now are the stage of the updates petless hunter are simply out of the games , as NGD want RVR more than hunts party or pvp here rise the question again
what is the purpose of hunters in this game ?
pets are useless in fort war , but now pets seems mandatory.
i really don't get it , this question rised several time but you NGD didn't take time to answer i think it is time now .
Mashu
09-20-2009, 03:18 PM
Alright... Then all debuffs scored on the pet should also affect the master and vice versa. Kick, feint, ambush, death sentence, beetle swarm, sticky touch etc etc. If the troll falls over, so does its master. If master is stunned, so is the pet. And vice versa. If hunter and pet is one entity, it should be one entity the whole way.
Right now it's a case of have the cake and eat it. Sotw and low profile affects both master and pet, but no debuffs or knockdowns affect both.
Oh and half the RP should be given from killing the pet. (or 65% rather, if counting hit power)
PS If a conjurer with a summon casts sanctuary, he loses the summon. Not so a hunter casting low profile.
I can't agree about debuffs should also affect master, but for sure low profile and sotw should not affect both pet and master !!
Also camo should not affect pet or work as sanctuary unsummoning it or at least not hiding.
Pabl0_Esc
09-20-2009, 03:52 PM
Just made some pvp tests on amun and got one thing to report.
Pvp'd with a conju who summoned a zarkit which I couldn't damage. Animation went off, it seemed like I was hitting him but : no dmg report, no hp bar loss, no evade / resist anything report and it was like 30 hits in a row.
This is a must go bug :eek24:
ArchmagusArcana
09-20-2009, 03:56 PM
SoTW does not affect pet, the speed MIGHT, but spell resist does not, nor i believe does low pro.
SoTW does not affect pet, the speed MIGHT, but spell resist does not, nor i believe does low pro.
Low profile does...
Recoil
09-20-2009, 08:01 PM
I have a request from NGD for an upcoming update.
Could you please add some kind of numerical representation of crit rate in character screen, and fix the Martial Reflexes skill? At some point I have used it but I didnt notice any improvements. Other lvl 50 barbs/knights also reported that this skill does not work.
Can this be done? Or at least some explanation on how does this skill work?
Torin_Ironfist
09-20-2009, 08:50 PM
Martial reflexes does have a noticable effect if you put points into it.
theotherhiveking
09-20-2009, 08:51 PM
Martial reflexes does have a noticable effect if you put points into it.
100% in every level.
Torin_Ironfist
09-20-2009, 08:52 PM
100% in every level.
I was thinking of Execution.. my bad :P I did notice an increase in crits when using the skill though.
theotherhiveking
09-20-2009, 08:59 PM
I was thinking of Execution.. my bad :P I did notice an increase in crits when using the skill though.
Its still 30% in every level, whats gets higher on both skills is the duration (20secs per lvl on both).
KryHavoK
09-21-2009, 12:14 AM
i dont think that the speed increase is working.
i just tried it, chek it out, first picture from RA second one from AMUN, 3 normals before the mob reached me (100% attack speed should give 6 attacks before the mob reaches me if im not wrong), normal attack speed is 2 sec, ocationally it can be once per second, or once per 3 seconds.
in both cases i have selected the mob out of range, and waited until the mob moved towards to me and got in range. in both cases the mob started to chase me when the first attack landed.
I'm going to have to agree that the attack speed of Normals for archers is not working as advertised on Amun. I did a couple of hours of testing on both Ra and Amun with my lvl 44 Mark. All I use is long bows so I've only got data for medium and slow range 30 bows.
On Ra it takes 2.4 sec per shot with my medium speed bow
And it takes 2.85 sec per shot with my slow speed bow
On Amun it takes 1.75 sec per shot with my medium speed bow
And it takes 2.1 sec per shot with my slow speed bow
So on Amun my shots are getting off in ~73% of the time (or ~37% faster). The way I read what Chilko was saying is that it should have been in 50% of the time (or 100% faster).
I was trying to measure this in many ways, started with counting my attacks vs mob attacks from a range of 0, then counting claps. But since it didn't look like I was lagging at all tonight and it seemed to be pretty consistent with countng claps (and much easier), I actually settled on using a stop watch for timing 10 attacks. After many, many, many test runs on both servers and the numbers coming out very consistently, I'm taking these numbers as good.
Which in all reality, I don't really care. As long as my damage per second is the same. But unfortunately it wasn't.
Normals on Ra with medium speed bow averaged 189
Normals on Amun with medium speed bow averaged 107 (57%)
Damage per second on Ra 79
Damage per second on Amun 61 (77%)
Normals on Ra with slow speed bow averaged 265
Normals on Amun with slow speed bow averaged 170 (64%)
Damage per second on Ra 93
Damage per second on Amun 81 (87%)
I think these up coming changes are going to be good for this game (we archers are just going to have to work a little harder). But it is looking like the Devs may have inadvertently nerfed the archers Normals when they say that they were meant to keep the same damage per second. Hope this gets looked into (or if it has, then I missed the explanation)
Nerlon
09-21-2009, 02:49 AM
NGD, what about Dual shot? it is 1sec casting which is very long for such spell.
think about it plzzzzzzzzzzzzzzzzz
EDIT: also solve the arrows problem plz, now we fire more arrows and i don't think i have enough money to buy arrows for a long
Mashu
09-21-2009, 06:14 AM
Now that there are a lot of barb improvements, making them hit harder with no armor consequences.
I don't see any improvments making hits harder, afaik only berserk penaly has been removed, while evade -100% chance stays. So NO additional damage, we already used berserk and still we will, but it hasnt been increased.
Barbs are not ranged and can be hited from range with 100% success, this counts as a armor for archers, while archers still have better protection in skills then any class.
Also archer have better defence then barbs and knights with many spells from one tree: Spell Elude, Acrobatic, Evasion Tactics, Low profile. In addition to that resistance spells, you have 3 insane powerful run away spells sotw (like madness but better 100% resist ), Escapist, Mobility.
I think its quite too much as for one discipline. Warriors have really to decide where to put points in, always with sacrifice, never having full defence out of skills, while archers just max out one beloved tree to have god mode in game.
ZericOfGa
09-21-2009, 01:43 PM
I don't see any improvments making hits harder, afaik only berserk penaly has been removed, while evade -100% chance stays. So NO additional damage, we already used berserk and still we will, but it hasnt been increased.
Barbs are not ranged and can be hited from range with 100% success, this counts as a armor for archers, while archers still have better protection in skills then any class.
Also archer have better defence then barbs and knights with many spells from one tree: Spell Elude, Acrobatic, Evasion Tactics, Low profile. In addition to that resistance spells, you have 3 insane powerful run away spells sotw (like madness but better 100% resist ), Escapist, Mobility.
I think its quite too much as for one discipline. Warriors have really to decide where to put points in, always with sacrifice, never having full defence out of skills, while archers just max out one beloved tree to have god mode in game.
Nah. I think all the archer trees, when maxed, are still reasonable. Even as far a bows go, Repshot has a 3 second cast, an archer is less likely to actually cast an area then a warrior is. Only thing i think is that if hunters have passive speed, they should not have Son of the Wind. But thats another discussion.
As far as damage bonus, Berserk will provide that now for one simple reason: people will use it now. Here is my issue: I'm not 50 yet, but only once have I beaten a level 50 barbarian one on one. Whether it be a pvp or it came down to a solo fight in a fort. Barbarian's normal hits are as hard on me as they are on an archer (compared with a Marksman). Thus said, how can I, being a knight who wishes to play his intended role, "keep barbs off" our mages and archers?
In all reality, spells like Dizzy and Roar should be knight spells. Why? Because they are "controlling" spells. Instead of attack spells they have a negative effect on the enemy, which for a knight would be very useful. I am just trying to comprehend how me, usually being the only, or one of two knights at a fort war, is supposed to have any chance defending our players.
According to NGD, our role is supposed to be essentially that of a heal-less conj, giving aid to other players and using auras and buffs to increase their defenses. Thus said, how can I do this if a Barbarian can kill me in 4-5 hits?
NGD, I propose that knights need the following spells in the Vanguard tree:
1. replace Rigorous Preparation with a resist spell like frenzy or acrobatic, to all damages (like acrobatic)
2. replace Awareness with a area dizzy of some sort.
Right now, barbs, if set for it, are better knights then knights can be given their skillset. Analyze:
Barbs:
Frenzy: 20% physical resistance
Madness: 85%? to all knocks/dizzies/etc
Non-damaging areas: Dizzy and Roar
Caution: 50% armor increase
Knights:
Caution: 50% armor increase
Army of One: 80% resist damage (50s)
Non-damaging areas: none
I don't know about other knights, but the ability to stun a group of people messing with our mages or archers would be invaluable.
I still do not understand why, looking at the skill list in this thread, that Barbarian skills are improved and knight skills are nerfed. I am unsure as to how this makes things more equal.
Note: I am not saying make knights powerful enough with attacks to kill a barb, I am saying that with our self-buffs I think a barbarian's normal hit on a knight, at level 50, should be 650-800 damage MAX. If a marksman friend of mine gets a normal hit from a barb, and I get a normal hit from the same barb, and his/her average hit on me was only 20 less damage, I should just make a level 50 archer and skill for defense. It would be close to the same and I would be able to maneuver better. If knights are supposed to be "tanks", make them tanks! Keep the low damage we have and increase our defenses.
Zeric
Note(2): adding such a resist spell would greatly increase a knight's grinding speed. NGD has stated before that warriors are supposed to be the easiest to level, however that is not the case with knights. Adding such a resist spell would lower the damage the mobs delivered and therefore increase the number of kills before resting.
linearguild
09-21-2009, 02:43 PM
I can't agree about debuffs should also affect master, but for sure low profile and sotw should not affect both pet and master !!
Also camo should not affect pet or work as sanctuary unsummoning it or at least not hiding.
I think low pro should affect the pet, or else it can keep attacking while the hunter is invulnerable.
Punti_X
09-21-2009, 02:50 PM
...still not wearing off!
Cuchulainn
09-21-2009, 03:08 PM
...
Right now, barbs, if set for it, are better knights then knights can be given their skillset. Analyze:
Barbs:
Frenzy: 20% physical resistance
Madness: 85%? to all knocks/dizzies/etc
Non-damaging areas: Dizzy and Roar
Caution: 50% armor increase
Knights:
Caution: 50% armor increase
Army of One: 80% resist damage (50s)
Non-damaging areas: none
...
I dont aggree with that, u forgot to mention all the important shield spells.
With a spell like frenzy a lvl50 knight could have 70% or 67% piercing damage resistance without AoO. That would be really to much overpowered, especially if u consider that most archer damage is piercing.
ZericOfGa
09-21-2009, 03:11 PM
I dont aggree with that, u forgot to mention all the important shield spells.
With a spell like frenzy a lvl50 knight could have 70% or 67% piercing damage resistance without AoO. That would be really to much overpowered, especially if u consider that most archer damage is piercing.
Right now most knights have shields to 11. Block is broken. I have heard they fixed/improved block on Amun, but right now I (and most knights I talk to, lvl 50s) use level 3 passive block and level 1 shield bash as the only spells.
Don't try and hide behind the shields tree. I sure can't.
Mashu
09-21-2009, 03:13 PM
At least once do balancing other way around. Instead of lowering damage, increase players HP.
Restrict atribute transfer scroll to class items
Replace never used +gold dragon bonus with something else, for example small increased drop rate chance.
Thank You
PS. Forgot one more thing, please fix dragon stomb without animation bug
Pets won't fight....they run away and die....wtf XD
As soon as a fight starts the pet runs off and dies. Might wanna square that away quickly.
UmarilsStillHere
09-21-2009, 03:39 PM
Blocks are certinaly better, about 1/2 are 5 is blocked from what Ive seen, I can also confirm the pet bug. with and w/o banners the pet either dosnt fight or runs into the hills.
Pabl0_Esc
09-21-2009, 04:03 PM
I can also confirm the pet bug. with and w/o banners the pet either dosnt fight or runs into the hills.
The pet should run into the hills because from 1.0.8 a pet is lead by a static hunter (called also dead meat :P )
ZericOfGa
09-21-2009, 04:04 PM
Blocks are certinaly better, about 1/2 are 5 is blocked from what Ive seen, I can also confirm the pet bug. with and w/o banners the pet either dosnt fight or runs into the hills.
I just tested blocks on Amun. +50 block chance medusa shiel + level 5 passive block and level 5 precise block and on average, i blocked once for every ten hits. That is still to random to be any good. Also, with level 5 army of one on, this (lvl 50) barb did 550-650 normals with 800+ damage crits on me. Army of One is supposed to make a knight (almost) impossible to kill for 50 seconds. Otherwise it would have a shorter CD and less mana cost, but if i had 2-3 barbs on me with TFB and I had level 5 AoO, i would still die really fast.
Right now with buffs my block chance is 128. And if that only gets me one block per 10 hits, that useless. I'm sorry, but it isnt worth leveling.
As far as pets go, they also need to be limited to the location of their owner. Lots of hunters are taking advantage of pets going through walls and killing people. If i go inside a fort (with a door) a pet should not be able to come in through the wall and start hitting me.
Personally I'm starting to hate play knight. We have to make setups that ignore the two trees we gain on subclass excluding passive const. Seems like knights were just thrown together and given a role we cant possibly fit into.
With this update most people will just make barbs. So sweet. Regnum: game of one subclass.
Kianoni
09-21-2009, 04:27 PM
I dont aggree with that, u forgot to mention all the important shield spells.
With a spell like frenzy a lvl50 knight could have 70% or 67% piercing damage resistance without AoO. That would be really to much overpowered, especially if u consider that most archer damage is piercing.
you seem to forget that AoO doesn't have piercing resistance
I tried Amun with both my conjurer and warlock.
+ global cooldown is not so bad. i can live with it.
- every spell puts me in combat mode which is unnesessery and loses time. some spells really do not need combat mode. now i need to change to non combat alot more.
- every spell stops me to cast, but keeps me stopped. ok stop me to cast, but i like to continue to run after cast, because i must run away from warriors that chase me. yes i'm a fat slow mage and have to run.
- canceling spell because of move is nasty and unesesery. please remove that. i think i will get alot of cancells, because i'm nervous when i play and with mage i'm always in hurry so this will break my play.
Mage animations are strange. Previous was strange, but this are stranger than ever.
NGD, what about Dual shot? it is 1sec casting which is very long for such spell.
think about it plzzzzzzzzzzzzzzzzz
EDIT: also solve the arrows problem plz, now we fire more arrows and i don't think i have enough money to buy arrows for a long
+1
why another nerf of Dual Shot ?? You already increased cooldown to 7s in 1.0.7.
As a petless hunter, i'm not able to deal a lot of damage (i know, i can just take a pet, but that's my way to play, nothing forbids it). Instead you should reduce hunter's pet damage...
Instead of nerfing functionning powers, can't you fix broken ones ? (ie. Cat reflexes, spell elude, camouflage corpse, camouflage (visible for player when going out a fort), ....).
Arrows cost was already an issue, it's even worse with new system, please just make arrows cost much lower, it doesn't make sense.
DkySven
09-21-2009, 04:43 PM
you seem to forget that AoO doesn't have piercing resistance
It does have? o.O
Nils_Dacke
09-21-2009, 04:50 PM
Seems like the attack arc for archers are different regarding normal arrows vs spells -- ?
I also get this "swoosh" sound when apparently not shooting any arrow due to moving at the wrong time (when is the right time?!) or not "facing your enemy". Quite confusing. (Did I shoot an arrow now? What? Can I move now? What's happening? Is that you, John Wayne? Is this me?)
I predict that shortbows will go out of fashion. An archer will need all the range he can get when not allowed to move a toe in combat anymore.
The basic elements of combat are fire and movement. You move to evade fire or to get into a firing position. You give fire to force the enemy to move where you want him to move or to prevent him from moving where he wants to move etc. If you take away movement from the equation, you get a stationary WW1 west front trench war. And that was the acme of boredom.
DkySven
09-21-2009, 04:56 PM
Hmm, boredom isn't exactly a word I'd use to describe a massacre, but I agree, a sitzkrieg isn't the kind of war we should want for Regnum.
Nils_Dacke
09-21-2009, 05:11 PM
One thing really upsets me though. It's not the change in gameplay.
By Agg save there is a small rock which is climbable . It's not easy to climb it though and climbing it is The (unofficial) National Sport in Alsius. On the new map on Amun, however, it is no longer climbable! This is outrageous! Pure vandalism! Don't mess with our Holy Epic Rock! :ranting:
Pabl0_Esc
09-21-2009, 05:15 PM
Yep, that rock gives you +30% attack range and +25%dmg, not to mention +75% brag skills ;) Give us our rock back !
UmarilsStillHere
09-21-2009, 05:19 PM
One thing really upsets me though. It's not the change in gameplay.
By Agg save there is a small rock which is climbable . It's not easy to climb it though and climbing it is The (unofficial) National Sport in Alsius. On the new map on Amun, however, it is no longer climbable! This is outrageous! Pure vandalism! Don't mess with our Holy Epic Rock! :ranting:
Same story with the large rock at Cs :P
You cant fix that! Its iconic! It was even featured in the comic :D
ArchmagusArcana
09-21-2009, 05:53 PM
I tried Amun with both my conjurer and warlock.
+ global cooldown is not so bad. i can live with it.
- every spell puts me in combat mode which is unnesessery and loses time. some spells really do not need combat mode. now i need to change to non combat alot more.
- every spell stops me to cast, but keeps me stopped. ok stop me to cast, but i like to continue to run after cast, because i must run away from warriors that chase me. yes i'm a fat slow mage and have to run.
- canceling spell because of move is nasty and unesesery. please remove that. i think i will get alot of cancells, because i'm nervous when i play and with mage i'm always in hurry so this will break my play.
Mage animations are strange. Previous was strange, but this are stranger than ever.
+1
I personally love the new GCD, the stopping and staying stopped, and move to cancel, i HATE it. IT will take a LOT of getting used to, and i fear it will make the game more fortcentric as i have to be in a safe place to cast my spells.
Kianoni
09-21-2009, 08:24 PM
It does have? o.O
if it does have then why the description of the spell doesn't have?
UmarilsStillHere
09-21-2009, 08:27 PM
Amun just updated, loading patch now...
Thanks for the 5 second warning on server shut down xd
_Enio_
09-21-2009, 08:36 PM
:thumb:
nice that you go on moving after casting!
Bug:
Its just a bit buggy, it tends to activate my forward-autorun (eg i strafe and start casting -> me stops, casts, and goes on moving forward + strafing)
Same happens sometimes when i stand still - it activates my autorun.
Edit: well actually activates autorun after evry spell (even instant selfbuffs)
and
Some Spells put you in combat mode no matter if cast requirements are met :)
Edit3:
Turning cancels casting of spells. Explaines another issue why sometimes you stop and the cast cancels even when you have target in arc - you moved your mouse slightly.
Edit4:
Freeze still makes you go on the move you did in the sec you got freezed.
Edit5:
When you rest and klick somewhere, you see you stand up (only visual on your client, others see you resting still).
Kianoni
09-21-2009, 08:39 PM
ok chilko and all players out there, please consider this:
the current amun version changes too many things in the game mechanics that are already tested for several years and found working.
this current amun version is tested, found not working (too annoying) for many reasons.
please just revert to 1.0.7 and:
- make ranged characters to stop for the duration of the attack animation
- remove piggybag
2 simple changes, and I think everyone will be happy. no bullshit like canceling a hit or a spell by accidentally clicking a movement button 0.000000000001 seconds too early - or staying stationary for a second or two too long because you're too scared of canceling your current action.
I whined about strafing because I saw it would make archers too powerful and it took you a video to see it, please listen to us players
I'm not saying this is everyones opinion but it sure is mine.
ZericOfGa
09-21-2009, 09:16 PM
Hmm. I'm impressed with Protector now. Its the only block spell that seems to work very well :D
However, is there a possibility of removing the restrictions on it? I mean, not being able to cast or attack is useless in a way. If it was made so you could attack with only normals and only cast non-damaging spells that would enable me to cast debuffs or auras and "tank" more. Just a suggestion :)
Btw Surakor: sorry for the teabag at our cs :-/
Punti_X
09-21-2009, 09:20 PM
Dear NGD
thanx for listening
i love this keep moving stuff
love u
bye
Warthog
09-21-2009, 09:45 PM
Ok so this thought I had would completely change what is on Amun now and probably was alrerady thought of by NGD. And if it was thought of then I guess they figured there was no way to implement it but here it is anyway.
I will use heal ally as an example. This idea also would only be applied to Archers and Mages. Instead of adding cast time to the spell to hold the person in place, make it an after cast penalty to movement. So any cast you stop to cast, then after there would be a hold penalty of 0.5 seconds. In this time you can still cast something else if you have the speed too or attack normal, but before autorun would take effect again you would be held in place for 0.5 seconds. So for Heal ally, it would cast instant and the 0.5 seconds (or w/e time decided upon) hold in place penatly would start instantly. If the spell had 3 second cast time, you would stop, take the time to cast the spell and then be held place 0.5 seconds. Perhaps the longer cast time spells would need to have there cast time lowered slightly to compensate for the hold in place penalty. This would only be in effect to spell cast, normal attacks would not cause a hold time unless a spell was cast after them and they would still be canceled by any movement.
I admit I am bad with wording my thoughts, so if anyone understands what I am trying to suggest and can word it better I would be gratefull for the help.
Isemon
09-21-2009, 10:18 PM
ok chilko and all players out there, please consider this:
the current amun version changes too many things in the game mechanics that are already tested for several years and found working.
this current amun version is tested, found not working (too annoying) for many reasons.
please just revert to 1.0.7 and:
- make ranged characters to stop for the duration of the attack animation
- remove piggybag
2 simple changes, and I think everyone will be happy. no bullshit like canceling a hit or a spell by accidentally clicking a movement button 0.000000000001 seconds too early - or staying stationary for a second or two too long because you're too scared of canceling your current action.
I whined about strafing because I saw it would make archers too powerful and it took you a video to see it, please listen to us players
I'm not saying this is everyones opinion but it sure is mine.
this is my opinion too
Inkster
09-21-2009, 11:10 PM
Dear NGD
Thanks for listening about the movement after spellcasting
ArchmagusArcana
09-22-2009, 01:36 AM
Dear NGD
Thanks for listening about the movement after spellcasting
Indeed, its much better now.
Changing direction will still cancel the spell, Holding down run and casting, will not. Is this a bug, or by design? Regardless, its still much much better than it was before. This update is shaping up to be one of the best i think we have seen, you guys are really doing a fantastic job! :thumb_up:
chassor
09-22-2009, 06:33 AM
after the checking firewall i got an error msg
[err][ui_elements][error_code_]
Latest update makes things much better. Thanks for listening ! :thumb:
Some issues:
- some powers still set combat mode while they should not (camouflage (it was before too, but this is a bug imho), stalker surroundings, ...).
- rest animation is very short (character goes from standing to resting without anything between those states).
- cooldown counters are nice, but the blue one is not very readable especially upon blue icons (grey will be better perhaps, dunno, it needs to be tested).
- keyboard option is nice, but we still miss spell shortcuts (0-9) and mouse. And it should be renamed "controls".
- still in options dialog: "back to the game" is not obvious, a std "cancel" button + cross at top right would be more intuitive to me.
- animations are much better (sync), but archer one when shooting normals doesn't look well from rear camera view, you don't see clearly when arrow is fired.
- turning still cancel spells.
Other observations:
Archer gameplay is now much more static than in 1.0.7, i don't like it.
Dual shot casting time is too long imho.
Fast short bows with range 20 are even more useless it seems with those changes.
Petless hunters are more affected by this change than hunters with pets.
v0rt3x
09-22-2009, 08:38 AM
after the checking firewall i got an error msg
[err][ui_elements][error_code_]
Can confirm this. Same error only for server Amun!
Darcyeti
09-22-2009, 09:23 AM
There's a little Bug with the mount warcry animation.
The animation isn't shown with a "Light Horse" only the rider is making the movement, while the horse stands still. With an Ignis Horse all works fine.
DkySven
09-22-2009, 02:22 PM
if it does have then why the description of the spell doesn't have?
As far as I know the spell description says 80% psychical and magical damage resist. Also, when using the spell, I do see archer damage hugely reduced.
Brother-brian
09-22-2009, 03:37 PM
Suggestion: Since spells are merely "cancelled" by moving, and no mana cost, please do the same for spells when enemy runs out of spell range. Sultar, among others, get CD, and we lose mana, for a spell that never got used. Please remove mana consumption and CD for "out of range" spell cancellation.
One of the hardest things for me to get used to in this update is how you stop before casting. It kills the flow IMO. At the very most, I think the stop/pause should be only during the casting time. Right now as soon as I hit a spell this happens:
1. I stop
2. Casting animation starts
3. Casting timer starts
4. Casting timer ends
5. Animation ends and I resume movement.
From a design standpoint, it makes the gameplay seem slower than it should be. It really feels like you are stopped longer than you should be. On other games I have played, I don't remember having to stop like this. The animations are always sync'ed with the cast time, so you only have to stop for the duration of the cast.
GranKaiosama
09-22-2009, 04:18 PM
Can you write in spanish please or somebody can please rewrite, my english is very small, I can't read tecnic text
Ulti19
09-22-2009, 04:38 PM
I was really happy a few days ago when i logged on amun with my knight to find i can run while using moves like shield bash and ao1. I find its a big shame to take it away because it would make the warrior alot more playable. Today when i logged on i found some problems
-precise block has no animation
-when i use moves like impale i have to click on it like 5 times for it to work
-my guy stops running when casting spells that he had previously been able to run with like troll skin
I find warrior has become a more choppy version of itself and doesn't play fluidly at all now. I used to be able to use a normal attack then southcross or something to get dps up, now the latter attack is always taking longer to execute, seems like it is going to become very static fighting from my point of view.
Here is a video of what I mean:
http://www.youtube.com/watch?v=gE-877l33NU
My ping is around 300ms, so watch the moment where I press the hotkey for greater healing, there is around a 300ms delay before I stop. I then stop for a few milliseconds before the spell cast actually starts.
IMO it makes mage gameplay rather clumsy and choppy. It detracts from gameplay experience IMO. I accept that I need to stop for spell casting (hence the cast time changes) but to have to stop longer than needed is a bit overboard IMO.
Syrtis Light Horse purchased with xymerin is bugged - once mounted you can not dismount. I tried several times and after every mount i have to ask someone to dismount me with a hit.
Autorun after a spell is working again. Thanks for fixing this. The only addition still missing for mages is to return spells that do not put you to combat mode. Such spells was Arcane Devotion, Energy Barrier, Heals, Dispells - for me such spells have to be all that do not have damage - all non offemsive, debuffs and self buffs. Combat mode is unneeded for mages unless you deal some damage with a staff hits i.e. using staff mastery buffs and hit with a staff. All other cases do not need combat mode.
With move cancel offensive spells are tricky to cast in a hurry. Maybe there have to be added a timer 1/3, 1/2 of cast time after that spell cam be cancelled with a move. Move cancelling is not a problem for fast cast spells, for longer casts in a hurry i often cancel them.
Akooo
09-22-2009, 05:21 PM
Syrtis Light Horse purchased with xymerin is bugged - once mounted you can not dismount. I tried several times and after every mount i have to ask someone to dismount me with a hit.
Got the same bug with Alsius Light Horse
chilko
09-22-2009, 05:21 PM
Here is a video of what I mean:
http://www.youtube.com/watch?v=gE-877l33NU
My ping is around 300ms, so watch the moment where I press the hotkey for greater healing, there is around a 300ms delay before I stop. I then stop for a few milliseconds before the spell cast actually starts.
IMO it makes mage gameplay rather clumsy and choppy. It detracts from gameplay experience IMO. I accept that I need to stop for spell casting (hence the cast time changes) but to have to stop longer than needed is a bit overboard IMO.
Guys you are perceiving something that is not right just because now you have better feedback
First when ping says 300 ms it means that the message took 300 ms to go and to come back...
The casting started immediately (look at the casting bar below) you are just looking at the blending between two animations
Actually in the previous system casting animation started when you received that the message that you where casting in the server
So previously you did look those 300 ms now you are just loosing 150.
Thank you for the reply Chilko.
I'm not sure it's ping. War_support had around 100 ping and he told me he has a similar pause. It more likely related to the animation. You stop with both feet planted on the ground before the cast animation and the timer starts. IMO it should be simultaneous. Note how I stop before the timer bar starts. That is the pause I am referring to.
It really feels like I'm stopped longer than I should be. If it's a ping issue, then I don't see how the changes will help high ping players like me.
Saryad
09-22-2009, 08:26 PM
When using a lot of +attack speed (evendim arrow, hawks gaze(5), rapid shot(5) and fast shortbow) NONE of my normal hits showed up in my log or the person i was shooting's.
However medium/slow longbow hits had no problem.
_Enio_
09-22-2009, 08:49 PM
Nice work on Amun, gameplay gets better and better every fix! :thumb_up:
Issues/bugs:
Autorun activation on spellcasts bug - not sure what it triggers, i even had it right after login one time on the first action i did ingame (activating recharged arrows)fixed
Combatlog - The combatlog shows/updates only on spells (either hittin you or hitting your target). Might be totally random sometimes too 8)fixed
Spells with Freeze-effect - They freeze the targets movement and keep it "stuck". once the freeze wears off the target goes on the movement from the second it got frozen (eg. when you was turning the moment you got frozen you go on turning after the effect wears off even when you dont press any key) - old bug but still same annoying.
Standing up on click/deselect(visually only) - when you are resting and you klick somewhere or deselect you stand up on your screen (others see you still resting)
Casting out of mana - when you are out of mana casting a spell that makes you stop to cast it, you stop for a splitsecond and go on running then. Not sure if its a techical thing.
Looking forward for the final version and i am CUUURIOUS what you planned for the SM-tree <.<
Saryad
09-22-2009, 09:06 PM
Looking forward for the final version and i am CUUURIOUS what you planned for the SM-tree <.<
/me chants *NERF NERF NERF!*
Few issues from my today's test:
- sometimes mobs ceased to attack, i was able to shoot them from range until they died, they are somehow stuck.
- sometimes mobs animation is suspended (they still move, but animation has stopped, then may resume few seconds later). This is a very recent issue.
- sometimes casting Ambush (or similar spells) on a running away mob "teleport" it far away. (old bug, still occur)
- animations for normal attacks (using a short bow) look out of sync to me
- after the last hit, running character's health don't go up until a long time, then it starts to increase at a faster rate. Is this a bug or a feature ? a feature
_Enio_
09-22-2009, 09:21 PM
- after the last hit, running character's health don't go up until a long time, then it starts to increase at a faster rate. Is this a bug or a feature ?
Health doesnt increase 20 seconds after you received an attack. Havent heard about any change there yet.
Health and Maná regeneration speeds will be increased in all classes while resting and out of combat mode.
Might explain the faster increase after that delay.
_Enio_
09-22-2009, 09:36 PM
Bug
Some mage spells make your client freeze for some seconds, might be some bug in shader/animation or something as all players around get that freeze (stack overflow in luacon).
Summon lighning, Twister, Frozen storm - one of those (or all) trigger that at least once. fixed
Edit: That was quick, now i get "Attempt to perform operation on an invalid operand" :P (but no freeze, just luacon)
Good job with fixes (autorun, combatlog), /me feels comfortable now (gameplay wise) :thumb_up:
Mage combat and cast animations are new and better looking. I like them more than previous ones in Amun and 1.0.7
I feel spell casts are faster and get cancels alot harder. I can easy get fast series. Lock play feels fun this way.
Dismount of Syrtis Light Horse get with xymerin works now. There is cosmetic issue when mount cast is cancelled from move. Spell icon stays in some sort of "detached" state near hp, mana bars. Same as Throat Cutter and Ressurect level 1,2 spells icons.
http://farm3.static.flickr.com/2444/3946206488_e2a089ab43_o.jpg
Still i miss non combat mode spells, but i can get use of getting in combat mode to cast this spells.
Very nice work NGD. If this patch get polished a little more you will get one happy customer from me. Keep the good work. :thumb_up:
Health doesnt increase 20 seconds after you received an attack. Havent heard about any change there yet.
Might explain the faster increase after that delay.
Yes, the delay after a hit didn't change, but rate after this delay is higher.
I missed this point in the changelog.
Hopefully a feature not a bug ;)
_Enio_
09-23-2009, 12:22 AM
Biiig Bug:
Immobilize-effects (eg. Troll´s roar, Balaestra, Pricking ivy, Rib breaker, Twister) prevent Normal-hits (confirmed for marksmen, warlock, conjurer).
The character goes into not-facing stance and doesnt shoot, spells you still can cast.
_Enio_
09-23-2009, 01:31 AM
Minor Bug:
When you mount a horse out of running you stop and the mounting-cast gets cancelled. You have to klick twice to get on a horse out of running at the moment.
Looking into that might solve issues others had with the same effect just with some spells.
DemonMonger
09-23-2009, 01:38 AM
Please make Dual Shot an instant cast...
Please make Shield Peircing an instant cast...
I know it may be difficult with global cooldown, but this is needed.
_Enio_
09-23-2009, 01:55 AM
Please make Dual Shot an instant cast...
Please make Shield Peircing an instant cast...
I know it may be difficult with global cooldown, but this is needed.
New instants are 0.5s casts, so ask for that if you want it Instant-like.
Bug:
Spell descriptions on Spells you put on the bars are all lvl1 no matter what lvl you got in your spellbook.(re-report but yea, might be easy to fix before it goes live)
ArchmagusArcana
09-23-2009, 01:55 AM
BUG
I have noticed for barbarian, if i hit ctrl to enter and exit combat mode, while pressing W to run, which i usually do, it will slow me down, making me look to other players as though i lag. IT will not do this using autorun, nor will it do it if i wait some seconds after starting the run.
I have also noticed double attack animations with barb, it starts as soon as the other one ends (like when you could piggyback DS after a normal hit, perhaps a problem with the client sending data improperly and the server correcting it by not processing the attack? The attack does no damage and does not show up in log, but i do get the animation. This is pretty rare, and so far seems to only happen with my slow axe under TFB(5). I have also noticed this with mobs as well.
ArchmagusArcana
09-23-2009, 03:15 AM
Bug
ALL imob spells tested, Ribs, twister, ivy, balestra, also seem to disallow you to attack with normals till duration runs out. Spells may still be cast.
Kyrottimus
09-23-2009, 03:27 AM
Minor Bug:
When you mount a horse out of running you stop and the mounting-cast gets cancelled. You have to klick twice to get on a horse out of running at the moment.
Looking into that might solve issues others had with the same effect just with some spells.
There is still a problem with the "rhythm" of 0.5+ second casts, for what I've only noticed on, warrior.
Example:
Current version 1.0.7, the mechanics (and animations) for how warriors work, I.E. their controls, buffing dynamics and attack animations are perfect and none require fixing.
I understand the need for Global Cooldown, but I believe this can be implemented without removing the rhythm that warriors enjoy in 1.0.7.
CURRENTLY... In 1.0.7, regarding buffing and/or casting non-instant spells, if you are holding W (Forward), S (backpedal), A or D (Strafe left/right), if you click a spell, even if you're still 'waiting' for your char's global cooldown/weapon speed to cycle so your character buffs, it does it automatically on its own, overriding everything else.
Example: Im running up to an enemy zerg at the gates of Imp, pounding on the door. I want to run through them, casting howl as I go. In 1.0.7, all I have to do, is hold W (forward), and cast Howl when I am in the middle of them. When I do this, my character stops in place as he casts howl and then automatically continues running in the direction of motion key (W) I was holding. This lends to fast and fluid transitions of spells/buffs for warriors. This current system, regarding non-instant spells stopping your character automatically to buff, and then continue direction of key-hold (WSAD) is critical.
CURRENTLY IN AMUN (1.0.8 test version).... the only way I can repeat this fluid transition of running and non-instant buffing is using F (auto-run). And it is far more awkward than 1.0.7 even in that regard as it sometimes takes 2-3 clicks of a spell or buff (most notably Howl and Thirst For Blood) to get it to "stick" in the queue and trigger.
While holding Forward, Backpedal, Strafe left or right, such spells (Howl and Thirst For Blood) will make my char pull his weapon out, go into combat mode but not do as it is done in 1.0.7 (auto-stop character, cast-timer/buff, resume motion in held-key direction).
If I wanted to do the same method of attack using howl as previously mentioned in the above example for 1.0.7, I'd have to run through the zerg at the gates of imp, take my hand off any and every movement keys, wait until my char is stopped then click the cast button, wait for cast timer, cast howl, then once the animation was done I could then run out of there by again pressing a movement key.
I do not know if this is intentional or not, but it severely detracts from the fluidity and simple function of melee combat. This current version on Amun, though better than Phases 1 and 2, is still much more awkward than 1.0.7 for warriors and I do feel that it should be tweaked more before being made live.
I believe that "If it's not broken, don't fix it."
The controls, spell-timer/delays, weapon speed and pre-casting / spell-queues for warriors in 1.0.7 to be perfectly fine. The Global Cooldown animation should be able to be "installed" without removing the same feel for warriors currently found in 1.0.7.
Also, the current animations for warriors in 1.0.7 (notably the "normal attack while moving") are fine. The new ones an Amun are very unnatural looking, and frankly, silly. The character does not move his torso at all as would someone swinging a heavy item in a powerful motion. Instead, it's just the arms moving in a jerky, robotic and awkward motion. The 1.0.7 animations for warriors are GOOD. Several "new" ones found currently (at the time of this posting) on Amun are NOT GOOD.
If anything, I do see that there were improvements required for warriors as-seen in 1.0.7:
*Positioning and Enemy Targeting
*Warrior Special Attacks all used one animation (with the exception of knights and shield bash). More SPECIAL (not normal) attack animations (so long as they are not wimpy and limp-wristed) would be nice.
Beyond that, I do not see the need to altar anything with warriors. Currently, in Amun, Positioning seems to be slightly better than 1.0.7, though I have yet to test it out in a big battle since I literally cannot on this current PC.
As for enemy targeting, it does seem to be a little less "slippery". I click on an enemy and it seems to target and hold (and not untarget randomly).
So all things being said, I still don't feel this update is ready to go live, and in a way, throws a wrench into the transitional speed and flow of warrior (especially barb) combat, since I'm always moving anyway as a barb and like to keep up with my buffs while moving.
Please, please keep the current movement/buff system in place as seen in 1.0.7
1.0.7: "Kyrottimus is holding D and strafing to the right as he circles his opponent, he casts Thirst for Blood with 0.5 second cast time. His character stops in place, casts TFB, then immediately when finished with the cast time he resumes motion, strafing to the right since he's still holding D."
Amun: "Kyrottimus is holding D and strafing to the right as he circles his opponent, he clicks on Thirst for Blood with 0.5 second cast time. His character pulls out his weapon and twitches as he continues to strafe to the right. Kyrottimus again clicks the skill, Thirst For Blood as he strafes, his character twitches again, but nothing is cast. Frustrated, Kyrottimus lets go of D and stops strafing. Now stationary, he clicks Thirst For Blood, halfway through the cast, he presses D again but it cancels the cast. He stops again, clicks Thirst For Blood, waits for it to cast completely, presses left control a few times to put his weapon away (for faster mana/hp regen) and he again presses D, resuming his right-hand strafe."
That being said, it now works how it should with auto-run. Just make the same force-stop/cast/resume motion prioritization apply to WSAD (or whatever keys you have bound to hold down to move) as does with autorun toggle.
...see my point? (I repeated it twice just because I've stated it before without much feedback).
I believe the fast flow and rhythm of warriors/melee combat should be maintained.
Znurre
09-23-2009, 04:30 AM
Skills can still be cancelled by continuous movement.
For example, I hold W and click on any skill with casting time on my skillbar and my character will only stop slightly, then keep running again and cancel the casting.
It seems to only happen, or atleast more frequently, if you click the skills in the skillbar instead of using the 0-9 keys.
Jacque_Phrost
09-23-2009, 05:23 AM
I'm a big fan of the mage classes, my main has become my conjurer, Jacque Silverwind. While running around today I noticed that casting healing spells puts me into combat mode, and I can't really describe how frustrating that is. After each heal I cast I'll have to get out of my aggressive stance so hp/mana will regenerate faster. When it comes to the support conjing I do, I can only see this as a negative. If I have to go out of aggo stance every time I heal it takes so much longer. If I don't mana won't regenerate as quickly, meaning I'll have to use Ambitious Sacrifice more often and heal myself more, taking the focus off the person I'm trying to support. Frankly I already hated going into the battle position every time I used a buff like Bless, Bless Weapon, and Bear Strength, but the new system just makes me want to give up on my conjurer all together.
My other problem is that we can't cast while running anymore, not even heal spells, that means conjurers are going to be even more vunerable during war, and we're already targeted first as it is. Frankly I don't really like any of the battle system changes. I agree with Kyrottimus, if it ain't broke don't fix it. I really can't stress enough though how much this is going to hurt conjurers in battle, if we have to stop to heal, and even the slightest turn cancels the spell it means we're just sitting ducks. If this change goes through, keeping us from casting heals and buffs on the run I think I'll probably just give up the game, because there won't be any meaningful way for me to heal my allies in battle. It negatively impacts locks too, they have to stop for longer periods on average to cast their damaging spells, if they can't even do that on the run they'll be cut down faster than ever. Being a mage is hard enough in battle, conj is even harder since we're always targeted first. Your attempt at helping other classes is ultimately hurting several others.
When it comes to the new look I have to say I dig it though! I also get less lag spikes, however my fps are lower on average, and my CPU usage stays up between 90 and 100%. The CPU usage on the current version is much lower for me.
I really hate to be the kind of person that complains so much, but I really love this game, and many of these changes are going to ruin my game experience. I beg that you really reconsider how some of these systems work before you make the final updates. If you don't want archer classes to cast on the run then prevent those classes from doing it and not everyone.
Mashu
09-23-2009, 05:52 AM
There is still a problem with the "rhythm" of 0.5+ second casts, for what I've only noticed on, warrior.
Example:
Current version 1.0.7, the mechanics (and animations) for how warriors work, I.E. their controls, buffing dynamics and attack animations are perfect and none require fixing.
I understand the need for Global Cooldown, but I believe this can be implemented without removing the rhythm that warriors enjoy in 1.0.7.
CURRENTLY... In 1.0.7, regarding buffing and/or casting non-instant spells, if you are holding W (Forward), S (backpedal), A or D (Strafe left/right), if you click a spell, even if you're still 'waiting' for your char's global cooldown/weapon speed to cycle so your character buffs, it does it automatically on its own, overriding everything else.
Example: Im running up to an enemy zerg at the gates of Imp, pounding on the door. I want to run through them, casting howl as I go. In 1.0.7, all I have to do, is hold W (forward), and cast Howl when I am in the middle of them. When I do this, my character stops in place as he casts howl and then automatically continues running in the direction of motion key (W) I was holding. This lends to fast and fluid transitions of spells/buffs for warriors. This current system, regarding non-instant spells stopping your character automatically to buff, and then continue direction of key-hold (WSAD) is critical.
CURRENTLY IN AMUN (1.0.8 test version).... the only way I can repeat this fluid transition of running and non-instant buffing is using F (auto-run). And it is far more awkward than 1.0.7 even in that regard as it sometimes takes 2-3 clicks of a spell or buff (most notably Howl and Thirst For Blood) to get it to "stick" in the queue and trigger.
While holding Forward, Backpedal, Strafe left or right, such spells (Howl and Thirst For Blood) will make my char pull his weapon out, go into combat mode but not do as it is done in 1.0.7 (auto-stop character, cast-timer/buff, resume motion in held-key direction).
If I wanted to do the same method of attack using howl as previously mentioned in the above example for 1.0.7, I'd have to run through the zerg at the gates of imp, take my hand off any and every movement keys, wait until my char is stopped then click the cast button, wait for cast timer, cast howl, then once the animation was done I could then run out of there by again pressing a movement key.
I do not know if this is intentional or not, but it severely detracts from the fluidity and simple function of melee combat. This current version on Amun, though better than Phases 1 and 2, is still much more awkward than 1.0.7 for warriors and I do feel that it should be tweaked more before being made live.
I believe that "If it's not broken, don't fix it."
The controls, spell-timer/delays, weapon speed and pre-casting / spell-queues for warriors in 1.0.7 to be perfectly fine. The Global Cooldown animation should be able to be "installed" without removing the same feel for warriors currently found in 1.0.7.
Also, the current animations for warriors in 1.0.7 (notably the "normal attack while moving") are fine. The new ones an Amun are very unnatural looking, and frankly, silly. The character does not move his torso at all as would someone swinging a heavy item in a powerful motion. Instead, it's just the arms moving in a jerky, robotic and awkward motion. The 1.0.7 animations for warriors are GOOD. Several "new" ones found currently (at the time of this posting) on Amun are NOT GOOD.
If anything, I do see that there were improvements required for warriors as-seen in 1.0.7:
*Positioning and Enemy Targeting
*Warrior Special Attacks all used one animation (with the exception of knights and shield bash). More SPECIAL (not normal) attack animations (so long as they are not wimpy and limp-wristed) would be nice.
Beyond that, I do not see the need to altar anything with warriors. Currently, in Amun, Positioning seems to be slightly better than 1.0.7, though I have yet to test it out in a big battle since I literally cannot on this current PC.
As for enemy targeting, it does seem to be a little less "slippery". I click on an enemy and it seems to target and hold (and not untarget randomly).
So all things being said, I still don't feel this update is ready to go live, and in a way, throws a wrench into the transitional speed and flow of warrior (especially barb) combat, since I'm always moving anyway as a barb and like to keep up with my buffs while moving.
Please, please keep the current movement/buff system in place as seen in 1.0.7
1.0.7: "Kyrottimus is holding D and strafing to the right as he circles his opponent, he casts Thirst for Blood with 0.5 second cast time. His character stops in place, casts TFB, then immediately when finished with the cast time he resumes motion, strafing to the right since he's still holding D."
Amun: "Kyrottimus is holding D and strafing to the right as he circles his opponent, he clicks on Thirst for Blood with 0.5 second cast time. His character pulls out his weapon and twitches as he continues to strafe to the right. Kyrottimus again clicks the skill, Thirst For Blood as he strafes, his character twitches again, but nothing is cast. Frustrated, Kyrottimus lets go of D and stops strafing. Now stationary, he clicks Thirst For Blood, halfway through the cast, he presses D again but it cancels the cast. He stops again, clicks Thirst For Blood, waits for it to cast completely, presses left control a few times to put his weapon away (for faster mana/hp regen) and he again presses D, resuming his right-hand strafe."
That being said, it now works how it should with auto-run. Just make the same force-stop/cast/resume motion prioritization apply to WSAD (or whatever keys you have bound to hold down to move) as does with autorun toggle.
...see my point? (I repeated it twice just because I've stated it before without much feedback).
I believe the fast flow and rhythm of warriors/melee combat should be maintained.
+1 for that, finally someone testing warriors...
The problems with running started with 1.0.7. This waste a lot of time, when I press W continously I should move forward, but it stops occasionally and I have to release key and press it again, if it happens few times during run to fort it makes warrior exposed to archer attacks longer. Something like additional knockdown.
in 1.0.8 I also noticed that I have to click some spells few times to get them working and that happens when I was moving.
This gives 50% chance to work for every spell unless you finally activate it buy pressing over and over! IMHO serious bug.
Yes, character should continue running after castng buf, if it was before. Thats another thing.
Global cooldown from barbarian view. As it comes to new feature.
My job was to kill one unit fast, jump out from the fort, use few skills to kill, jump in. Now I cant only use one skill becaue of GCD, this has two implications
I can't activate spring/ons immedtiely to run away from field
I can't do my job - kill one unit in one jump out
Possitive buffs that are instant, should ignore GCD, not only because their protective function, but also because casting them now, takes time and if you cast few bufs in a row, you lose some duration time by waiting for GCD.
Dear NGD, most of posts here are about archers and mags because they're most popular classes. Please also help warriors, don't leave this class.
Thanks
v0rt3x
09-23-2009, 06:17 AM
Today is Patch-Day: New update scheduled (2009/9/23)
Tomorrow Wednesday the 23rd of September, at 2:00 PM (GMT), we will take the servers Ra, Horus, Muspell, Niflheim and Tyr down in order to perform a game upgrade with the version 1.0.8.Does all the changes from Amun now go to the Live-Servers today? :confused:
The patch doesn't feel ready to hit the live servers yet. I hope that news is incorrect.
_dracus_
09-23-2009, 06:25 AM
The patch doesn't feel ready to hit the live servers yet. I hope that news is incorrect.
Super again, a broken update :-D
v0rt3x
09-23-2009, 06:31 AM
The patch doesn't feel ready to hit the live servers yet. I confirm this 100000%
I hope that news is incorrect.
Look at http://www.regnumonlinegame.com/index.php?l=1&sec=0
There you can read it.
Ulmanyar
09-23-2009, 06:46 AM
Since spells are merely "cancelled" by moving, and no mana cost [...]
Actually, when I tested this I found that it actually costs mana if you move after casting started. This is seriously really annoying since most of the times when I move, it's due to a flaw in the game rather than a running-happy finger.
I haven't tested it for two days, so they might have fixed it? If not, they really should.
Also, I agree with everyone else that states that this update is no way near ready for live servers.
Recoil
09-23-2009, 07:13 AM
Current state of Amun not ready for Horus/Ra.
Winds
09-23-2009, 08:20 AM
I all ready wondered yesterday that it's rather odd to promote things that aren't on the live server yet. (at least I got a promotion email of the new content)
The situation on amun has surely improved from what it was at first, but it still has few bugs and annoying issues that should be fixed. I'll personally miss the dynamics slide shooting brought to the fights and hate the canceling of spells by movement, but I guess I can live with those.
What I'am really conserned is, that I can't see how bringing these changes to live servers at their current state is beneficial to NGD. Especially on horus we need more players and I'm afraid rushing with changes like this will at first result in the opposite.
kamax
09-23-2009, 08:43 AM
I just have some test with my lock, i can cast a spell WITHOUT removing my finger from the forward/backward key. It stops me, cast the spell and i continue to move BUT to do it i must press left or rigth at least one time, the time i press forward/backward.
If i stand and just press forward/backward and try to launch a spell, i go in combat mode but it don't stop me.
I don't know what the "normal" should be, but we have a bug here.
Gourmandine
09-23-2009, 09:31 AM
This is not a major problem but archer "shot sound" is heard as the archer is still aiming. Playing the sound at the good time would be a way for archer to know they can move again.
KryHavoK
09-23-2009, 09:32 AM
...
Damage per second for Archer normals is still nerfed on Amun. I'm still getting the same numbers as I was earlier in the week. Normals are only getting approximately 77%-87% (depending on the range 30 long bow I use) of the damage per second on Amun as they are on Ra. Is this intentional?
Mashu
09-23-2009, 09:37 AM
I like the update from 11:33 AM GMT+1 on Amun
Casting berserk when running
With W button, before character did not get buff, but lost mana.
Now mana is keept if buff casting has been interrupted by pressing run forward button - fixed
With F button, character was stopping after casting berserk.
Now it stops temporarily and continue running after casting skill - fixed
I am very happy about those fixes. That's a good job NGD, thank You.
Kyrottimus
09-23-2009, 09:50 AM
I like the update from 11:33 AM GMT+1 on Amun
Casting berserk when running
With W button, before character did not get buff, but lost mana.
Now mana is keept if buff casting has been interrupted by pressing run forward button - fixed
With F button, character was stopping after casting berserk.
Now it stops temporarily and continue running after casting skill - fixed
I am very happy about those fixes. That's a good job NGD, thank You.
Howl while running (forward, backpedal or strafing) still does not stop your char, cast, and continue moving.
Howl and Deafening Roar are still bugged and will not cast while moving using movement keys (and probably a few more are like that too).
However, I can confirm that TFB and Berzerk now do cast while moving using movement keys.
Gourmandine
09-23-2009, 09:56 AM
Damage per second for Archer normals is still nerfed on Amun. I'm still getting the same numbers as I was earlier in the week. Normals are only getting approximately 77%-87% (depending on the range 30 long bow I use) of the damage per second on Amun as they are on Ra. Is this intentional?
And you are not considering the fact we have to move between shots, which makes our DPS rate decrease a lot.
Even with a slow bow, moving backward after a shot cancel the next shot as the archer is beginning a new shot straight away. Making the attack speed 100% faster means divide all duration by 2, not almost remove time between shots and let shot duration as long as it was before. This way, grinding will be a pain (especially with actual mobs evasion rate).
Kianoni
09-23-2009, 10:09 AM
and yet with all these bugs and complaints they choose to go live :tsk_tsk:
Immune
09-23-2009, 10:51 AM
Actually, when I tested this I found that it actually costs mana if you move after casting started. This is seriously really annoying since most of the times when I move, it's due to a flaw in the game rather than a running-happy finger.
I haven't tested it for two days, so they might have fixed it? If not, they really should.
Also, I agree with everyone else that states that this update is no way near ready for live servers.
I saw this too, mana is still consumed if you move while casting. Just not as much as the actual cost of the spell you cancelled. This is because before you cast a spell, it uses 1/3 or 1/4 (something like that) of the mana you need faster than the other 2/3 or 3/4. It's always been that way, but now it's kind of annoying.
Hopefully they fixed/updated most of the things already for the patch and they just haven't told us.
ArchmagusArcana
09-23-2009, 11:07 AM
Yes, i was very surprised when i saw that the updates is going to be today. Not even close to ready, so much to work out and so many bugs still there. I know you guys want to try to keep a schedule and all, but we are on such a good roll there with this update. Many of us feel its not ready, lets spend some more time working on bugs and correcting gameplay issues before we go live.
Also, i have noticed that you stop while moving a LOT more while holding the 'W' key, especially in combat mode mode.
One annoying thing I found, which isn't a huge problem, but if you attack with a melee weapon, then cast a melee spell afterwards, you "half swing" for the next spell, then do whatever animation that spell has. Example: I attack with a normal hit using a sword, then press SC immediately after the normal hit is completed. On my next animation, I start to swing my sword, then the normal attack animation abruptly stops and I twist around to cast SC.
Gourmandine
09-23-2009, 12:39 PM
As i thought testing wouldn't end that fast i didn't post my comment straight away as i wanted them to be constructives and not first reactions. But now it seems it is too late, anyway i post them now without all the time needed to make positive feedback as you wished.
Fisrt we still can't choose with mouse button to assign to camera or direction (only switch the left with right button function, no way to remove one function or to assign one to middle mouse button). SO the unselect problem is still here.
Note : It would also be interesting to be able to drop an entire inventory tab in merchant interface (boring to drop items you want to sell one by one)
archer :
-shooting sound is heard while aiming, hitting sound is heard as shooting/hitting (simultaneous event)
-make same damages per seconds means to never move, moving backward means missing many shots and deal very few damages per second.
-only time between shot has been reduce, not shot time, so it's not as fast as you told (shot duration seems longer)
-must earn more damages when grinding, for example it's hard to kill more than 3 challenging orcs in a row (some may say that warriors earn damages too but that's what is the difference between melee and ranged class, bow has not been invented to fight in close combat, archer throw arrows and don't slap people with)
-stopping attack if the char moves is upseting, please unable the char to move or at least add this choice as an option. this will be a big problem with lag
Unbalance is a problem, but this is not a solution, it's just replacing an unbalance problem by an other one. Ranged chars are static, feel like i play polio characters. Must stay at same place while shooting is maybe a good idea, but changing the attack speed is not. (In my opinion the best way to resolve hunters part of unbalanced problem would have been to remove their pet, nerf confuse and decrease spell resistance in SOTW)
mages :
-same problem with normal shooting
-spells animations are bad (look stupid)
-why did you increase some spells casting time (i'm talking about conjurers spells)?
Notes :
-I'm agree unbalanced problem must be solved but you said you're thinking in RvR vision. I think the unbalanced problem is more about PvP. It also nerfs mages who aren't that much easy to play against warriors.
-In your mind conju should support but each update is making supporting more boring and difficult.
Nerfing mana com : less rp for conju and more ppl asking for "MANAAAA"
Nerfing sanct : need lvl19 sorcery to be able to rez someone outside of fort (except if this nice mate decided to die at less than one meter from the door)
Can't move while casting : force ennemies favourite targets in fort war to be static (and healing casting time have been increased)
I think the worst influence of this update is on ranged class grinding
_dracus_
09-23-2009, 12:59 PM
I think the worst influence of this update is on ranged class grinding
Only archer, mage can deal with it pretty efficiently with all the skills in Mental.
JennyfromtheBlock
09-23-2009, 01:15 PM
just find a conju and you will be fine grinding :)
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