View Full Version : Balance Update: official thread (stage 1)
chilko
07-15-2010, 03:34 PM
hello everyone,
We have been working on some balance aspects. Here is a list of stuff that may or may not be in Amun yet but is part of what we are planning for the following updates.
Please try to be as constructive as possible.
Network code / positioning system
New network code should provides a smoother experience and adds a lag compensation technique to minimize phantom swings, although you will experience hits from opponents being far away from you this is not because of an extra range (range has actually been reduced a little) but the result of the lag compensation. (THIS IS ON AMUN NOW)
Map
Move the Trelleborg Save and fix the mountain to Algaros so both forts are not so easy Accesible
Move the Wall 2 Castle teleport in alsius so it is not so easy for the enemy to go to the Castle after taking Trelleborg.
New teleport in Alsius to travel faster to Syrtis Castle Area
Equipment:
RVR quest added to get Amulets and Rings that are only available in the opponent realm.
Tunics will offer more protection
A bug will be corrected in the armor/tunic protection system that is hindering the performance of certain armors against some damage types
Armor performance increase in general for all classes.
Combat System:
Crowd controls of the same type will no longer be able to be stacked to minimize frustration of being rooted for long periods of time.
A short immunity to crowd control of the same type will be added after the effect to provide some chance of counter action.
Global cooldown on mages will be augmented from 1 second to 1.5 seconds.
A feature will be removed that generated more evasions as the range of the attack was bigger
PVE:
Fix in the evasion/resistance system for normal and challenging creatures
Powers:
Arcane Devotion nerf
Sultar’s Terror Splash Damage Nerf
Stuff that we will look into in the near future:
Pets
Summons
Confuse
Camouflage
And many more
Knekelvoeste
07-15-2010, 03:40 PM
hmmkay...
+1 for the evade/resist for mobs :)
_Enio_
07-15-2010, 03:44 PM
I love you!
Edit: wtf caps filter?? its meant in CAPS!
Freduardo
07-15-2010, 03:51 PM
About the announcement: Nice, Chilko. We like being kept somewhat in the loop. So big thanks.
About the contents of the announcement: Looking good at first glance.
Pnarpa
07-15-2010, 03:55 PM
I would've rather seen a cap on cast speed, now the player with better items still has an advantage.
I can't really judge since we can't test it yet and because I play a warlock I am of course biased, but we'll see. :)
-Drv-
07-15-2010, 03:55 PM
I'm really happy to read these upcoming changes.
Good job
here is my christmas list.
I know its not a big issue but Id like to talk about saves. I dont have any problem with their location (although u can cut of reinforcement from samal save to fort easily while herb and aggy is safer) but the enviroment.
Herb save. The idle afking area. number 1 save the best to have a chat at or just to stand around. IMO NGD made an idle fantasy scenery there.
Aggers save. 2nd in rank market is nice although its not as close as herb. that could be changed. just drag it closer to save. just a lilbit.
Samal save. I think its a pfuj. its barren, and ugly and the market is miles away, and I doubt anyone ever go there. there is a large free area northeast of save where gargs and toltars wander around, where u could at least put the market, and would be even better if u would move the oasis (the former samal save scenery) to its rightfull place, around the present samal save.
thats all.
maybe some tents around the samal save?
and palm trees?
________
Suzuki stratosphere history (http://www.suzuki-tech.com/wiki/Suzuki_Stratosphere)
Interesting. Thanks for info!
_ficx_
07-15-2010, 04:06 PM
I though that Arcane Devotion was going to be the same thing than now, but with a CS limit, 65% for example..
I like the another changes
UmarilsStillHere
07-15-2010, 04:07 PM
Hi, its great to see whats planned but would be nice to have additional info for some things, if you have made up your minds on what to do with them that is :)
Arcane Devotion - How will this be nerfed? Shorter duration? Longer cooldown? Less effect on cast speed? I would have prefered a cast speed cap so that mages without uber-cs gear dont suffer as much.
Saves - Where will Trele save be moved too? I would also suggest moving Samal save back to the oasis area.
Algaros - I assume the fix to the mountain meens you will no longer be able to run up the steep area and will need to take the path around? If so I like this change, players saved at Trele could get back to Alga far to quickly.
Good too see pets, summons, confuse and camo are on the balance list and loving the RVR quests for other realms rings/ammulets, I guess we wont have to shout 'give all realms the same quest items' anymore :)
Zordak
07-15-2010, 04:08 PM
Powers:
Arcane Devotion nerf
[...]
Reads good except for this. If already changing global cooldown, why is this required? Also: Conju spells like heal ally got cast times added a while back, with you saying that 0.5s cast time was 'basically instant' (not sure about the adverb, therefore no proper quote).
And yes, this does make a huge difference.
Interesting choice with the CC immunity. Can you quickly explain how this will work together with dispell? Can i Mass Dispell a Terror and ppl will keep a short immunity? Or will the immunity apply only after a normal duration end?
Will the immunity be in reference to a skill or to an effect? This seems very important considering warriors often chain kick and feint.
Z.
edit: Are the changes accessible on Amun? If not (currently have no possibilty to check) when will they? Will the update come "in small chunks" or do you plan to implement everything in one big update?
Seher
07-15-2010, 04:11 PM
Wheee !
Now nerf OP items, and I'll play again ! :)
(From an owner of an at least above average equip)
ayexeyen_
07-15-2010, 04:12 PM
Dear chilko, here my observations:
Equipment:
RVR quest added to get Amulets and Rings that are only available in the opponent realm.
Tunics will offer more protection
A bug will be corrected in the armor/tunic protection system that is hindering the performance of certain armors against some damage types
Armor performance increase in general for all classes.
The quest, pratically, will give to everybody the ring of lighting that is the most wanted ring in the game. Are you sure that is the best thing to do? What about the Satarco's sword?
Tunic: a tunic should not offer so much protection, it is suppose to be textile (cloth, stuff?) not an heavy metal plate. In general the mages should have other way to protect themselves.
Combat System:
Crowd controls of the same type will no longer be able to be stacked to minimize frustration of being rooted for long periods of time.
A short immunity to crowd control of the same type will be added after the effect to provide some chance of counter action.
Global cooldown on mages will be augmented from 1 second to 1.5 seconds.
A feature will be removed that generated more evasions as the range of the attack was bigger
The first 2 points have to be accurately tested IMO, they may be not the best solution for the battles.
The 4 point this sound strange to me, it's logic that, if an enemy is far (or too close) the evasion is bigger. Maybe you have to optimize the evasion rate in function of the distance (for example with a simple bell equation).
Stuff that we will look into in the near future:
Pets
Summons
Confuse
Camouflage
And many more
It's my opinion that you don't have to nerf all of them, why you don't just try to improve the warriors? There are already some interesting threads for the barbarians for example.
However it's nice to see that you are trying to do your best to improve our game experience. Thanks.
VandaMan
07-15-2010, 04:12 PM
Nice to see that the balance update is on the way, my only concerns are...
A feature will be removed that generated more evasions as the range of the attack was bigger
I actually kinda liked this, and makes perfect sense that the further away from your target you are the harder it is to hit. When this is removed will the feature that generated more critical hits at longer range be removed as well?
Arcane Devotion nerf
Arcane devotion is fine, cast speed gear is not. Don't nerf players, nerf gear.
TheMessenger
07-15-2010, 04:14 PM
I have to say I was scared of even reading this thread but Ive read it and I can say
1. Ty for letting us know about some of the changes :D
2. Very nice changes that you have posted
only problem I see is that arcane devotion really shouldnt get nerfed (alot) maybe lower the cast speed it give because atm cast speed>skill and also make a cap on cast speed
Edit: Also please dont nerf pets as pets are not oped (except trolls/yetis being able to run+hit) the REAL problem is the spells that hunters can cast on them. THOSE do need nerfed.
Recoil
07-15-2010, 04:14 PM
I doubt that terror and devotion are biggest concerns right now ... considering the Confuse :/
UmarilsStillHere
07-15-2010, 04:15 PM
I doubt that terror and devotion are biggest concerns right now ... considering the Confuse :/
As annoying as confuse is, In my opinion instant terror-chains are more a bigger unwanted feature in war.
About cast speed, have a look at this thread (or re-read it): http://www.regnumonline.com.ar/forum/showthread.php?t=62826
Narzoul made a nice analysis and proposition.
Pakos
07-15-2010, 04:19 PM
Since you're talking about equipment:
FIX SHIELD DROP. WE WANT SPECIAL SHIELDS!
thats all for now.
Recoil
07-15-2010, 04:23 PM
As annoying as confuse is, In my opinion instant terror-chains are more a bigger unwanted feature in war.
lol/ Terror cooldown 180s Mass dispell cooldown 120s. Problem?
Gawyn_Trakkand
07-15-2010, 04:28 PM
I also agree that cap for CS would be much more effective when coupled with GCD rather than a devotion nerf (say 50-60% CS which makes sultar a 1.5 second cast time).
MASSIVE plus 1 from me goes to, DMG of sultar reduced AND the ability for it reset the counter gone :D, also the CC immunity for a small period of time will make warriors days, as long as it's not stupuid ammount of time (anything over 2 seconds would be wrong) it gives warriors PvP (especially barbs) an awesome new dynamic AND in war we wont get CC raped by ranged which is brilliant this will also effect hunters ability to CC after CC to always win. As for the rings and amulets a chance for everyone to have something from the other realms is AWESOME though i can hear syrtis moan about it already i dont care their time of OP ammys and rings is over :D.
clings
07-15-2010, 04:30 PM
lol/ Terror cooldown 180s Mass dispell cooldown 120s. Problem?
dispel magic: cd 6.0s
pls look at dragon amuletts -> they are way over the top (max dmg amu for ignis +3 dmg if i'm right, don't know for other rlms but won't be much different)
looking forward to the changes :)
Shwish
07-15-2010, 04:33 PM
http://i653.photobucket.com/albums/uu256/sketch59/Achievement-1.jpg
although i have no constructive criticism i would like to give you a huge +1 for:
RVR quest added to get Amulets and Rings that are only available in the opponent realm
A feature will be removed that generated more evasions as the range of the attack was bigger (i had no idea this feature existed but it explains alot, its kind of a contradiction to the whole marksman class so im glad its going)
Fix in the evasion/resistance system for normal and challenging creatures
Sultar’s Terror Splash Damage Nerf
Confuse
Angel_de_Combate
07-15-2010, 04:33 PM
lol/ Terror cooldown 180s Mass dispell cooldown 120s. Problem?
Hmm mass dispell is rendered a bit useless when you on a low supply of support conjs(to start with) who cant afford to skill mass dispell(like me) only to not be able to use it(for the ones that have it skilled) because guess what the enemy has another 3 terrors to throw at you. ¬¬
On topic : Kudos NGD to all thats been looked at. :metal: My only reservations is the Arcane devotion nerf be nice to know about more about that...the global cd i can cope with, i like a challenge xD
Malevolence
07-15-2010, 04:34 PM
Am I the only one fucking sick of the word "NERF"
_Enio_
07-15-2010, 04:40 PM
We need a thread to discuss the changes.
Is it intended that my range 43,7 normal hit range gets cut down by 7 to 36,4? Its scaling reduction. range 23,3 -> 19,9 range 28,9->24,4 range 34,5 -> 28,6.
Its only for normal hits, i can shoot range 0 spells but normals wont come out.
Mattdoesrock
07-15-2010, 04:53 PM
Move the Trelleborg Save and fix the mountain to Algaros so both forts are not so easy Accesible
Move the Wall 2 Castle teleport in alsius so it is not so easy for the enemy to go to the Castle after taking Trelleborg.
New teleport in Alsius to travel faster to Syrtis Castle Area
That all sounds good so far, in theory. I'll reserve judgement until I see it.
RVR quest added to get Amulets and Rings that are only available in the opponent realm.
YES!! THANKYOU! We have been waiting for something like this for... Ever. Thankyou!!
Tunics will offer more protection
A bug will be corrected in the armor/tunic protection system that is hindering the performance of certain armors against some damage types
Good fix.
Armor performance increase in general for all classes.
Good stuff.
Crowd controls of the same type will no longer be able to be stacked to minimize frustration of being rooted for long periods of time.
EXCELLENT. Good bye Terror stacking! God I hate that.
A short immunity to crowd control of the same type will be added after the effect to provide some chance of counter action.
Interesting. How long will this immunity be for?
Global cooldown on mages will be augmented from 1 second to 1.5 seconds.
Good for Warlocks... Bad for Conjurers. PLease don't berf Conjurers by accident while balancing Warlocks.
A feature will be removed that generated more evasions as the range of the attack was bigger
Another great change. Very frustrating playing a Marks when you try to use your range advantage, but have it all evaded.
Fix in the evasion/resistance system for normal and challenging creatures
Nothing to say but: Excellent. :thumb_up:
Arcane Devotion nerf
What about the players that don't have uber Cast Speed gear? This will affect them 10x more.
Also conjurers, like they need less Cast Speed! The cast time put on heals etc. was already stupid enough.
Sultar’s Terror Splash Damage Nerf
Another good change.
Stuff that we will look into in the near future:
Pets
Summons
Confuse
Camouflage
And many more
:thumb_up: I hope these changes are included in the same balance update.
Recoil
07-15-2010, 04:55 PM
Hmm mass dispell is rendered a bit useless when you on a low supply of support conjs
It's realm balance problem, not skills balance problem. I still dont see any problem with terror "chains". This only arises when there is 30 lvl 50 people who can actually be bothered to grind and buy premium and kill epic bosses on a short notice and get up at 4 AM in the morning for invasion VS 15 lvl 42 people in shop gear with +2 conc rings who are too cool to grind to 50 and killing dragon is 'too boring' for them (I have described typical situation of Syrtis vs Alsius @ horus).
To think of it the first group would rape the second if the first one had NO terrors.
There is no problem with terror.
Malevolence
07-15-2010, 04:57 PM
It's realm balance problem, not skills balance problem. I still dont see any problem with terror "chains". This only arises when there is 30 lvl 50 people who can actually be bothered to grind and buy premium and kill epic bosses on a short notice and get up at 4 AM in the morning for invasion VS 15 lvl 42 people in shop gear with +2 conc rings who are too cool to grind to 50 and killing dragon is 'too boring' for them (I have described typical situation of Syrtis vs Alsius @ horus).
To think of it the first group would rape the second if the first one had NO terrors.
There is no problem with terror.
:lightsabre:
Znurre
07-15-2010, 05:03 PM
WOW! Great changes all over the place.
Looking forward to seeing them in action.
AntibioTsu
07-15-2010, 05:09 PM
Nerf on cast speed could be replaced by:
a) Cast speed debuff - maybe a new confuse?
or b) Cap it.
These are reasonable solutions to the current problem caused by the +Cast speed bonus gear you NGD, created and brought to the game.
About Arcane Devotion, I don't know how the nerf will be done, but if it's done to duration, maybe it'll only hurt Warlocks as Conjurers have Insightful...
TheMessenger
07-15-2010, 05:41 PM
About Arcane Devotion, I don't know how the nerf will be done, but if it's done to duration, maybe it'll only hurt Warlocks as Conjurers have Insightful...
I heard that was broken
Anyriand
07-15-2010, 05:43 PM
Map
* Move the Trelleborg Save and fix the mountain to Algaros so both forts are not so easy Accesible
* Move the Wall 2 Castle teleport in alsius so it is not so easy for the enemy to go to the Castle after taking Trelleborg.
* New teleport in Alsius to travel faster to Syrtis Castle Area
I never thought I'd see this day come :superpusso:
As for everything else, I'm pleasantly surprised, it really looks like NGD has been listening to our requests after all :p
The only thing that worries me a bit is the devotion nerf and how it will afect conjurers. Besides that, I can't wait for this balance update :wub2:
tikinho
07-15-2010, 05:55 PM
Also make Boss drops equal for all realms, Don't like that ignis has Excelent resist to fire and alsius has Excelent resist to cold... There are very few cold spells and many fire spells..
TheMessenger
07-15-2010, 05:58 PM
Also make Boss drops equal for all realms, Don't like that ignis has Excelent resist to fire and alsius has Excelent resist to cold... There are very few cold spells and many fire spells..
Um dont do that...there is a reason that it is the way it is
Alsius setting=cold means they are more use to it, Ignis setting=hot so they are more use to it
NotScias
07-15-2010, 05:58 PM
I agree about almost everything, finally you took in consideration the multiple requests of the community, and really I'm very glad of it and I can't wait to see the new balance updates.
Except for :
- Arcane Devotion nerf
Tell me who will play Support Conjurer again, currently even with high devotion level, it already takes forever to cast some Conjurer spells, and the fact that they have to stop to cast and the short range of these spells don't make it easy too, this nerf, coupled with GCD nerf will just make Conjurers life even more harder because they will be as slow as turtles, or be forced to put the max points into devotion and seek for uber CS items to have a decent casting speed...
This won't resolve the big imbalance between the mages having uber CS items and those who don't.
A CS cap would have been much more reasonable, and would have mostly solved these imbalances due to uber items too.
But I understand that NGD can't set a CS cap, because it could have an impact on gem boxes sales, so at least for god's sake, reduce the casting time of most of the Conjurers spells, make heals instant like before, show them some love, because as it is now, this update is yet again a new nerf for them, and they really don't need this.
Anyways this is mostly good, I hope you will take a look on other issues like Low Profile, and show to some class, some love instead of nerfing-only, like Marks who really need improvement, actually without uber stuff they can just be a lame version of hunters, Knights' support role has been reduced to uselessness, their auras need to be back to 360 degrees radius, and the 3-auras limit must be abolished... etc...
-Ludovik-
07-15-2010, 06:00 PM
Really like the changes anyway, I want to know more and more.
Anyway I would reserve my critics until I see it =)
UmarilsStillHere
07-15-2010, 06:01 PM
Alsius setting=cold means they are more use to it, Ignis setting=hot so they are more use to it
Because the games mythology is more important than balance?
Im not sure how It could be done well with dragon armour but for the superboss's at least each should have a varient of each drop available, for example Dean Ra could have a version of Evendims hammer just paint it red rename it and swap the element damage to fire.
TheMessenger
07-15-2010, 06:05 PM
Because the games mythology is more important than balance?
Sorry I thought the realms were suppose to have at least some uniqueness when it comes to armour/gear. Its not like the gear makes a big affect so what are you talking about balance for? It is balanced.
Lord_Latem
07-15-2010, 06:06 PM
We need a thread to discuss the changes.
Is it intended that my range 43,7 normal hit range gets cut down by 7 to 36,4? Its scaling reduction. range 23,3 -> 19,9 range 28,9->24,4 range 34,5 -> 28,6.
Its only for normal hits, i can shoot range 0 spells but normals wont come out.
I am not certain about this and the whole concept of scaling. Because of issues associated with a lack of mana on most occasions, I rely on normals. Will this force me to get closer to warriors to make a normal hit? Let's discuss...
LupeFiasco
07-15-2010, 06:12 PM
I love you
UmarilsStillHere
07-15-2010, 06:12 PM
Sorry I thought the realms were suppose to have at least some uniqueness when it comes to armour/gear. Its not like the gear makes a big affect so what are you talking about balance for? It is balanced.
Lets not make this a fight about realms gear, Its not like every other player has been fighting for 'all realms to have the same items' for as long as I can remember.
But if we compare the 'very good' vs fire on Tenax armour to the 'Very Bad' vs fire on Alasthor thats a 60% differance in defence vs fire spells, pretty significant dont you think? But dragon armour is prehaps the smallest example of realm-item inbalance since any smart player will mix armour types. Its the super boss items and jewlery (which NGD is finally adressing ^^) thats the killer.
I am not certain about this and the whole concept of scaling. Because of issues associated with a lack of mana on most occasions, I rely on normals. Will this force me to get closer to warriors to make a normal hit? Let's discuss...
It probably will meen armys will generaly be closer together, but I think this is a good thing, hopfully it will encourage warriors to get into close combat more instead of being forced to sit back and watch the rangers fight from 30m for half an hour.
TheMessenger
07-15-2010, 06:13 PM
I love you
love you too
TheMessenger
07-15-2010, 06:15 PM
Lets not make this a fight about realms gear, Its not like every other player has been fighting for 'all realms to have the same items' for as long as I can remember.
But if we compare the 'very good' vs fire on Tenax armour to the 'Very Bad' vs fire on Alasthor thats a 60% differance in defence vs fire spells, pretty significant dont you think? But dragon armour is prehaps the smallest example of realm-item inbalance since any smart player will mix armour types. Having all Alastor leaves you as vulnurable as using all lion or all guardian.
It is a very small imbalance, if any, that doesnt need fixing or changed. Alsius not having access to RoL/DS rings was a big imbalance on the other hand and need fixing/changed
UmarilsStillHere
07-15-2010, 06:19 PM
60% differance in armour vs the most common element damage in the game is fine but Syrtis having rings with 15-25 slash compared to Alsius 9-15 fire, a differance of 6-10 damage, or 12-20 using 2, is a big imbalance? I dont buy it.
To try not to derail this thread I invite you to post here (http://www.regnumonline.com.ar/forum/showthread.php?t=52712) if you want to talk about this more.
Isemon
07-15-2010, 06:22 PM
Powers:
Arcane Devotion nerf
Sultar’s Terror Splash Damage Nerf
NERF is stupid go for some improvement for other classes instead
_Arwen_
07-15-2010, 06:23 PM
I love most of the changes and think they will really help solve some of the issues that face the game today, however that being said I'm concerned about 2 in particular.
First, Devotion nerf, I'll agree with pretty much everyone else that this won't solve the underlying problem of gear being OP. I support a CS cap like the rest of the people here.
Second, as others have said GCD change is good to balance warlocks however will kill support conjurers. I would propose that the GCD of 1.5 seconds is only applied after using an offensive spell. An offensive spell would be any spell that is cast on an enemy, for example Beetle swarm is considered offensive, but Heal is not. Tremor is offensive, but Mass Dispel is not. SM buffs such as projection or fire magnification are offensive. For all non-offensive skills (heals, buffs, dispels you'd keep the 1s GCD).
Other than that I'm excited for the update.
Any change to mage will affect Conjurers. After GCD changes most conjurers have put Arcane Devotion so their play will be fluent and fun again. So we lost in common around 3 points. If we need to level Insightfull now to cope with nerfed Devotion duration for example this will hurt even more support conjurer setups.
I still wonder why prebuff with regenerate spells was removed? Why heal spells cost in mana was raised? Why cast times of heals was increased?
All this changes hurt alot this class and made it less and less appealing and hard to play. Pre 1.0 it was possible to play conjurer only with fast staff. It was fast fun an a pleasure to play support conjurer.
Now my biggest nightmare is to loose Arcane Devotion because of some reason - it cools down or some damn warrior Mind Squash me even i have only devotion as buff. Play becomes unplesant, sluggish and it is really not fun to support and try to heal self with that slow spells.
Please if you plan something for warlocks think about conjurers - supportive spells have to be improved not hindered more. In every game i saw support healers have fast and powerfull supportive spells.
Please NGD think for conjurers...
Pimousse
07-15-2010, 06:27 PM
I'm glad to see this post. Only good news.
Except for conju's GCD. As an amateur conju, i didn't use arcane devotion but find GCD already too long ^^ Don't increase it for conju (hm... for support conjurer i mean) please.
Superboss Item are nice as they are (different). Don't want to play versus clones painted differently...
I wonder if "and many more" concern a little bit warriors :)
UmarilsStillHere
07-15-2010, 06:30 PM
I wonder if "and many more" concern a little bit warriors :)
From the general gist of these changes I would say NGD is trying to help out warriors, so I would be suprised if we take a significant hit of the nerf-hammer.
Mattdoesrock
07-15-2010, 06:32 PM
With this update could NGD also confirm it's thoughts and visions for the classes? And what their purpose is during war and hunting / pvp etc?
Isemon
07-15-2010, 06:38 PM
instead of nerfing the spell arcane devotion, put a cap to the cast speed, something like 65% so that gameplay will be still fluent and NGD will still sell gems and sockets.
chilko
07-15-2010, 06:44 PM
instead of nerfing the spell arcane devotion, put a cap to the cast speed, something like 65% so that gameplay will be still fluent and NGD will still sell gems and sockets.
Capping is usually the worst way to handle this kind of issues.
Either, some items could become obsolete and people will complain or we ruin possibilities of new content or further enhancements down the road.
The system should be using casting speed instead of casting time as originally designed. We are evaluating how difficult it would be to change that.
Raideniza
07-15-2010, 06:50 PM
Powers:
Arcane Devotion nerf
Sultar’s Terror Splash Damage Nerf
I will try to be as constructive as possible about these two.
As long as I can remember those two spells were never really a problem or threat to game balance, but due to some questionable moves by you guys (nerf knight areas, nerf prot. dome) Sultar became overpowered, overused and over-anything-you-want. I just don't understand why you can't say something like "ok, we fucked up with those changes way back, we're gonna restore it to old" instead of continued nerf? That way knights would get more useful in wz and conjs more supportive, this way... Well I asume everything stays the same because lesser splash damage on ST won't quite change balance and general gameplay.
Speaking of devotion, since I've no clue what the nerf will be (cd or bonus change) I can say only so much. If cooldown will be longer then duration then you'll have useless mage (mostly warlock) during those seconds that devotion needs to get off of cd. If bonus is nerfed on the other hand, you're just separating the premium from non paying customers by another 10 mile gap in my oppinion. What you could do is for instance remove stacking of same bonuses on same item (2x7cs staves are ridiculous) and cap the limit on bonus from gems (instead of 7cs make it 5cs, it's still a lot). In my oppinion, that kind of move would lead to a lot more diversity in gear between players and much more combination options.
Oh btw, I don't understand why only mage gcd is increased, a bit more info on that one and logics behind it?
That's my $0.02.
//R
Mattdoesrock
07-15-2010, 06:51 PM
You're going about this all wrong.
You said on the spanish forum that Devotion is 50% of the Cast speed, and that items represent less than 30% - therefore Devotion is the problem.
Was Devotion a problem before Cast Speed items were introduced?
No, it wasn't.
So why is it a problem now? The problem is the items.
Yes, capping things might not always be the solution; but in this case it is. People will still buy your precious item / gem boxes, to get to the maximum Cast Speed. If someone has a complete set of full Cast Speed gear, they could replace a piece or two with an item that has a different bonus.
Then they could trade / give their old Cast Speed gear to someone else etc etc and the cycle repeats. No items would be made useless as there is always someone who needs more Cast Speed gear.
Ulti19
07-15-2010, 06:53 PM
Just logged into amun to see some of the changes and I noticed that with the same graphics setting I lose about 10 fps on average, and my character is now pink xD. Just letting you know in case you did something to graphics.
I'm shader 2
windows vista
nivdia geforce 7150m/ nforce 630m
amd 64 athalonx2
Pnarpa
07-15-2010, 06:54 PM
I agree with Raidenza on this one about devotion.
CD > duration => gameplay will be slower because mages will just wait until they can cast it again.
Effect decreases => bigger gap between those who have superior gear and those who don't.
Yttrium
07-15-2010, 07:08 PM
The system should be using casting speed instead of casting time as originally designed. We are evaluating how difficult it would be to change that.
I hope it's not too hard to change this, since it is the best solution I've read for this problem. It was discussed very well by Narzoul here (http://regnumonline.com.ar/forum/showthread.php?t=62826) and is a much smarter system than a hard cap. Basically, the more cast speed you have, the less effect it has.
chilko
07-15-2010, 07:11 PM
As long as I can remember those two spells were never really a problem or threat to game balance, but due to some questionable moves by you guys (nerf knight areas, nerf prot. dome) Sultar became overpowered, overused and over-anything-you-want.
The biggest problem with mages back in the day was that people where able to "dance" to break their casts. We knew back then that Mages may become too powerful we didn't know how much.
just don't understand why you can't say something like "ok, we fucked up with those changes way back, we're gonna restore it to old" instead of continued nerf?
It's not like we are sitting on a pedestal and we cannot assume our mistakes...
We made a lot of mistakes, but we have a clear objective which is to have a deeper more tactical combat experience meaning (which implies longer combats).
Also, the population in the game has changed a lot. Terror as it is may have been ok on a 10 vs 10 battle but its terrible on 20 vs 20 or 30 vs 30
Also, a lot of the code that some of you guys liked was broken, and is now completely deprecated.
Oh btw, I don't understand why only mage gcd is increased, a bit more info on that one and logics behind it?
We are still looking into, this but we consider that mages are now a machinegun of very different spells and damage types.
theotherhiveking
07-15-2010, 07:15 PM
I hope it's not too hard to change this, since it is the best solution I've read for this problem. It was discussed very well by Narzoul here (http://regnumonline.com.ar/forum/showthread.php?t=62826) and is a much smarter system than a hard cap. Basically, the more cast speed you have, the less effect it has.
+1 to This.
Its fucking perfect!!
Raideniza
07-15-2010, 07:19 PM
The biggest problem with mages back in the day was that people where able to "dance" to break their casts. We knew back then that Mages may become too powerful we didn't know to how much.
I agree, "dance" removal was possibly the worst update that hit mage gameplay, like you said:
we consider that mages are now a machinegun of very different spells and damage types.
Mage gameplay is too static, it's stand+spam spells (at least for warlocks) at no risk at all because if you get interrupted the spell doesn't go on cd, but you're lucky even if you manage to interrupt a spell nowadays (just by moving) since movement speed is simply too slow to counter casting speed and get out of range (unless you're somewhere on a limit of range). I think you should also reintroduce spell canceling+cooldown (just not a 100% one) and remove range 0 from sultar's terror, warlocks are not meant to be used as marksmen last time i checked.
Gourmandine
07-15-2010, 07:21 PM
Global cooldown on mages will be augmented from 1 second to 1.5 seconds.
[...]
Arcane Devotion nerf
As many said before, nerfing Arcane Devotion won't solve the problem and will hurt conjurers a lot.
We still have problem to select allies, our number decreased a lot, it's sometimes really hard to find another support conj to play with (the guy/girl you need to be immune to confuse).
Limiting cs is the best you could and should do.
Sultar’s Terror Splash Damage Nerf
Why to nerf sultar? This would already solve the problem:
# Crowd controls of the same type will no longer be able to be stacked to minimize frustration of being rooted for long periods of time.
# A short immunity to crowd control of the same type will be added after the effect to provide some chance of counter action.
Stuff that we will look into in the near future:
Pets
Summons
Pets and summons need adjustment only against players, don't make grinding harder. Just make them useless against players (it's supposed to be a game, asking a mob to do the job for you is different from what I call playing).
Confuse
Camouflage
And many more
Although I hate confuse, I think it's needed in RvR. Better give support conj a self defence against it (for example GH lvl5 gives +5% passive resistance, MP lvl5 too, etcetera)
NotScias
07-15-2010, 07:22 PM
The biggest problem with mages back in the day was that people where able to "dance" to break their casts. We knew back then that Mages may become too powerful we didn't know to how much.
We are still looking into, this but we consider that ages are now a machinegun of very different spells and damage types.
But did you ever thought about how support conjurers life would be so much harder if devotion AND GCD was nerfed ?
Support conjus are already forced to put 2-3 points in devotion to get a decent cast speed due to the retardedly long cast time of most of the supportive spells, if devotion gets nerfed they will be forced to max it, and seek for cast speed stuff, instead of being more supportive.
Support Conjurers are already frustrating enough to play -- too slow, too fragile, long cast times, making GCD longer and devotion less effective will just make them even more slow and more frustrating to play.
Stop always thinking only about Warlocks and Warjus... You're about to nerf Conjurers again because trying to solve the problem the wrong way, and you know what happenned every time you nerfed Conjurers ? Less support Conjurers, more Warjurers...
If you maintain these changes about Devo and GCD, at least, cut all the Conjurers supportive spells cast time by 2, because I really wonder who will play support Conjurer if these changes were applied and the current cast times not changed...
UmarilsStillHere
07-15-2010, 07:24 PM
Why to nerf sultar? This would already solve the problem:
I think the idea is to make terror generaly less powerfull, though the new CC rules will prevent it being chained so heavily I think a spash damage increase is to encourage it to be used as a holding spell for warriors or other players to deal damage, basically how its used now when you only have 1 terror as opposed to 5 or even more where just the Terrors alone are enough to nuke all but the hardiest player to oblivion without any other spells needed.
On GCD: Increase the warlock GCD but I urge you to leave Conjus as they are, or if possible do as was suggested eariler with longer GCD's after a offence spell compared to a defence spell, or just cut the cast times of support spells, personally I think the latter is the better solution.
Would be great if GCD was based on sub-class rather than over all class, whereas the long GCD isnt to bad for barbs, it hurt knights CC abilitys, I miss being able to use a fast axe and CC several people at speed, hence putting several players out of action and defending my allys, a'la the point of the class.
theotherhiveking
07-15-2010, 07:25 PM
That problem is exclusive to conjurers, lower the casting time for the support spells by A LOT and fixed, without tinkering with warjus and warlocks more that needed.
Froste
07-15-2010, 07:29 PM
which is to have a deeper more tactical combat experience meaning (which implies longer combats).
Double the amount of hitpoints given per each point of constitution. Solved.
theotherhiveking
07-15-2010, 07:32 PM
Double the amount of hitpoints given per each point of constitution. Solved.
Yeah, fight with normals, run in circles and fuck the duracion/cost/effectiveness relation of everything.
KryHavoK
07-15-2010, 07:33 PM
Is it intended that my range 43,7 normal hit range gets cut down by 7 to 36,4? Its scaling reduction. range 23,3 -> 19,9 range 28,9->24,4 range 34,5 -> 28,6.
Its only for normal hits, i can shoot range 0 spells but normals wont come out.
OK, this just makes me sad.
When I was on Amun I almost had myself convinced I was imagining the loss of range.
I'm still hoping this is either a bug in the Amun code or NGD will see this and say "oops, that's not what we meant to do". Because I really don't want to believe that the Developers read those threads about Marksmen and thought, "Hey we know how to help, we'll nerf Marksmen's range"
Enio-
By the way, how were you measuring the ranges?
Yttrium
07-15-2010, 07:35 PM
Double the amount of hitpoints given per each point of constitution. Solved.
I really like this idea, but it looks like they're trying to achieve the same thing with increased armor effectiveness.
Tunics will offer more protection
A bug will be corrected in the armor/tunic protection system that is hindering the performance of certain armors against some damage types
Armor performance increase in general for all classes.
UmarilsStillHere
07-15-2010, 07:39 PM
Because I really don't want to believe that the Developers read those threads about Marksmen and thought, "Hey we know how to help, we'll nerf Marksmen's range"
range has actually been reduced a little
Apparantly they did. :|
NotScias
07-15-2010, 07:42 PM
Another thing I forgot to say about Devotion/GCD nerf, this coupled with the ability to get rings/amus from another realms would encourage mages to stop being casters (because of slow cast and GCD) and turn to the Staff Mastery way with RoLs.
I think if you do something about Arcane Devotion, you should do something about Arcane Acceleration and Staff Mastery, to prevent too many mages to go to the machinegun-SM-bitch side...
theotherhiveking
07-15-2010, 07:42 PM
If thats true then they want the armies to be closer together. But you already changed the way controls and armor works, changing so many stuff at once can only mean problems.
cokolwiek
07-15-2010, 07:47 PM
Another thing I forgot to say about Devotion/GCD nerf, this coupled with the ability to get rings/amus from another realms would encourage mages to stop being casters (because of slow cast and GCD) and turn to the Staff Mastery way with RoLs.
I think if you do something about Arcane Devotion, you should do something about Arcane Acceleration and Staff Mastery, to prevent too many mages to go to the machinegun-SM-bitch side...
just remove for Good ALL cs and as items and the problem will be over
UmarilsStillHere
07-15-2010, 07:49 PM
just remove for Good ALL cs and as items and the problem will be over
NGD wont do this because players have spent a lot of money, in game and on xim on cs/as items and gems.
HidraA
07-15-2010, 08:06 PM
I am sorry what i dont like from initial post:
-nerfs
-nerfs
-nerf
I thought NGD was able to come with new features and speels...
NERFS=>0 DMG,0 RESISTS,0 CAST TIME,0ATCK SPEED, 0 ARMOR
When you cut from someting after a wile this will end.
_Enio_
07-15-2010, 08:13 PM
Well id really like some confirmation on the range issue since it more seems like a bug.
derkrieger92
07-15-2010, 08:38 PM
Overall nice looking balance update. Very big thank you on the evade/resist fixes and the better armor sounds nice. The casting time I'm not to excited about, it already takes forever to cast a healing spell. My mana is constantly full in war when i don't use my CC or few damaging spells because even when using all my healing spells I never use enough.(I do not have healing aura yet but every heal short of that up to 3 usually 4 powerlevel) I guess increase cast time a little on the CC spells that wouldnt really harm me any but faster heals plox :confused:
Overall though thanks NGD for taking a serious look at balance and listening to us:thumb_up:
P.s. please don't completely rape my summon that's the only way i can grind
Greyman_tle
07-15-2010, 08:41 PM
Reducing range ?, how?, is it a 'hiden' % drop, if so then is the intention to bring the max ranges of the ranged classes closer?
Tele to Efe from Alsius, not the way to fix this problem, Igg will still have easy access to both castles, and a shortcut for als into syrtis territory is balanced how exactly? - This is probably the worst 'fix' on the list, all it does is shift the dynamic of the map, without fixing the original problem at all....The Easiest and Simplest way to fix this is to move the castles to the central fort positions. with the doors facing the closest save.
Topogigio_BR
07-15-2010, 08:41 PM
I am only concerned now about the use of escapist, with the changes to avoid phantom swing i fear escapist will be almost with no use.
A warrior with a 2,5m spear+ lag in the server communication can kick any archer with only escapist.
maybe is the case to increase a little escapist range.
Pwnography
07-15-2010, 09:30 PM
I am only concerned now about the use of escapist, with the changes to avoid phantom swing i fear escapist will be almost with no use.
A warrior with a 2,5m spear+ lag in the server communication can kick any archer with only escapist.
maybe is the case to increase a little escapist range.
Err i believe the point is to help warriors,god knows they need something.
esp_tupac
07-15-2010, 09:47 PM
I though that Arcane Devotion was going to be the same thing than now, but with a CS limit, 65% for example..
NDG don't want to piss off the people who actually pays their salary. arcane devotion nerf is good move :P
+1 for NGD
Pimousse
07-15-2010, 09:59 PM
Enio-
By the way, how were you measuring the ranges?
Maybe with co-ordinates and a friend.
_ficx_
07-15-2010, 10:04 PM
NDG don't want to piss off the people who actually pays their salary. arcane devotion nerf is good move :P
+1 for NGD
My point is that you can use those items with the speed cast, and with the limit you can use arcane devotion lvl 4 (40% + items, you can reach the 60-65%), that would not make the items useless.
esp_tupac
07-15-2010, 10:05 PM
NERF is stupid go for some improvement for other classes instead
all mages support ya :P
_Nel_
07-15-2010, 10:17 PM
Hello Chilko,
First of all, thank you very much for sharing those balance ideas.
Here is what I think about them.
Move the Trelleborg Save and fix the mountain to Algaros so both forts are not so easy Accesible
Nice.
Move the Wall 2 Castle teleport in alsius so it is not so easy for the enemy to go to the Castle after taking Trelleborg.
Excellent. An easy solution is to put it on the other side of Alsius gate.
New teleport in Alsius to travel faster to Syrtis Castle Area
No, I think it's a bad idea and can cause a new imbalance. For example, if Eferias castle is under attack, a syrtis group near this teleport can use it to go faster to defend Eferias castle.
The best fix is to move all castles to the middle of the map, or just switch Eferias and Algaros. The first solution is the best but also the longest to do.
Equipment:...
Combat System:...
PVE:...
Good. Nothing to add.
Arcane Devotion nerf
[...] The system should be using casting speed instead of casting time as originally designed. We are evaluating how difficult it would be to change that.
I think the second suggestion (Narzoul's idea (http://www.regnumonline.com.ar/forum/showthread.php?t=62826)) is the best, +X% cast speed will mean +X% cast speed and not anymore -X% casting time.
With this, no need to cap cast speed, +cs items will still have their bonus but just imply less improvement. And it will add substancial benefit to low level players, archers and warriors, compared to the current state.
Sultar’s Terror Splash Damage Nerf
According with this 3 things:
- Armor performance increase in general for all classes.
- Crowd controls of the same type will no longer be able to be stacked to minimize frustration of being rooted for long periods of time.
- A short immunity to crowd control of the same type will be added after the effect to provide some chance of counter action.
If Sultar is not stackable anymore, armor get higher damage reduction and player get a short immunity to the same CC after the effect is gone, no need to nerf more this spell.
But if you still think it's not enough nerf, think about Shield Wall (http://regnum.wikia.com/wiki/Shield_Wall) knights aura (+X% resist to all kind of normal damages). It provides an excellent counter-spell to reduce damage for many kind of area spells. But to be efficient, knights auras need to recover a better area of influence, like 360° and/or range 10m and/or remove the 3 auras cap.
esp_tupac
07-15-2010, 10:20 PM
Speaking of devotion, since I've no clue what the nerf will be (cd or bonus change) I can say only so much. If cooldown will be longer then duration then you'll have useless mage (mostly warlock) during those seconds that devotion needs to get off of cd. If bonus is nerfed on the other hand, you're just separating the premium from non paying customers by another 10 mile gap in my oppinion. What you could do is for instance remove stacking of same bonuses on same item (2x7cs staves are ridiculous) and cap the limit on bonus from gems (instead of 7cs make it 5cs, it's still a lot).
//R
what would happen to ppl with 5cs gems already? do they get a 3cs now? easier say than done, mate
Raideniza
07-15-2010, 10:24 PM
If Sultar is not stackable anymore, armor get higher damage reduction and player get a short immunity to the same CC after the effect is gone, no need to nerf more this spell.
But if you still think it's not enough nerf, think about Shield Wall (http://regnum.wikia.com/wiki/Shield_Wall) knights aura (+X% resist to all kind of normal damages). It provides an excellent counter-spell to reduce damage for many kind of area spells. But to be efficient, knights auras need to recover a better area of influence, like 360° and/or range 10m and/or remove the 3 auras cap.
You probably have no clue how much it does (not) work in practice. Anyway, damage is not problem with terror, knockdown is, and imo it should be reduced to 5s at level 5 terror.
what would happen to ppl with 5cs gems already? do they get a 3cs now? easier say than done, mate
Let's say max bonus gems get 5%, the lower class gems 3-4% and lowest class 1-2%. And remove the platinum etc gem boxes and make 1 gem box that gives some chance to get all of them. It would be nice. I don't care, I prefer balance, and trust me, I am loaded on those gems and I still don't care if they nerf them and in return that makes the game more fun and challenging.
esp_tupac
07-15-2010, 10:36 PM
You're going about this all wrong.
You said on the spanish forum that Devotion is 50% of the Cast speed, and that items represent less than 30% - therefore Devotion is the problem.
Was Devotion a problem before Cast Speed items were introduced?
No, it wasn't.
So why is it a problem now? The problem is the items.
Yes, capping things might not always be the solution; but in this case it is. People will still buy your precious item / gem boxes, to get to the maximum Cast Speed. If someone has a complete set of full Cast Speed gear, they could replace a piece or two with an item that has a different bonus.
Then they could trade / give their old Cast Speed gear to someone else etc etc and the cycle repeats. No items would be made useless as there is always someone who needs more Cast Speed gear.
it's NGD that introduced 7% cast speed bonus on staff and gem in the first place. Now that some people finally got these 7% items, those who haven't got them want NGD to do a CS cap...
wat, are you trying to play us? if you haven't got the time, luck and money to obtain these items, you have no right to talk about capping cs items!
nerfing the "arcane devotion" spell is the least controversial way to bring balance between classes.
Raideniza
07-15-2010, 10:44 PM
it's NGD that introduced 7% cast speed bonus on staff and gem in the first place. Now that some people finally got these 7% items, those who haven't got them want NGD to do a CS cap...
wat, are you trying to play us? if you haven't got the time, luck and money to obtain these items, you have no right to talk about capping cs items!
nerfing the "arcane devotion" spell is the least controversial way to bring balance between classes.
get a grip on reality, you'll still have your imba items, just with a bit lesser bonus. what's the fucking problem? if you're telling me you can't play without them it's like saying you can't wipe your ass without calling mom to do it for you.
and yeah, i have those imba items, and much more then you can imagine.
esp_tupac
07-15-2010, 10:52 PM
...bigger gap between those who have superior gear and those who don't.
as long as ppl wear gear, there will be gap between those who have superior gear and those who don't, and a big gap between those who have crappy gears and those who have uber gears. that's the whole point of having gears around.
so unless nobody wears nothing, there will always be "imbalance" between players with uber gear and players with normal gear.
AND of course, i can play without those uber gears. The problem is that ppl like me have spent much money on it and have worked so hard for it. if NGD can refund our money and time, i would have no problem with any of the item nerfing at all.
this update is about balance between CLASSES. so lets not talk about GEAR balance anymore!
PS: I support all the ideas in this update. good job NGD
Hamster_of_sorrow
07-15-2010, 10:52 PM
I think that arcane devotion does not need any sort of nerf. warlocks are FINE right now. leave them alone. maybe the sultar nerf would be ok. but warlocks are probably the most well balanced class right now.
we dont need anymore nerfs. certain classes need to be buffed. if we continue nerfing. we will all just be running around doing 0 dmg to everything.
bigjim
07-15-2010, 11:02 PM
Plain and simple:
Just make the Life spells have a lower Casting time please!!
If you are going to nerf Arcane devotion and GCD PLEASE lower the casting time for heal spells!
PLEASE
Think of the conjus please!
_Nel_
07-15-2010, 11:14 PM
You probably have no clue how much it does (not) work in practice. [...]
Instead of such affirmation, explanations would be welcome.
[...] Please try to be as constructive as possible. [...]
plunder
07-15-2010, 11:29 PM
so unless nobody wears nothing, there will always be "imbalance"
genius
ngd is trying to hit me with the nerfhammer but i evaded it
Minorian
07-15-2010, 11:29 PM
Weeeeeeeeeeeeee Maybe my marks will be able to grind now that mobs don't resist 50% of hits ^^
bigjim
07-15-2010, 11:33 PM
Weeeeeeeeeeeeee Maybe my marks will be able to grind now that mobs don't resist 50% of hits ^^
that's what I am thinking. I got my marx to level 37 and quit. I am waiting for an update, so I can start grinding him again. :metal:
On a sad note.. I have my conjurer to level 30, and now I see that playing support is going to be next to impossible........ :lightsabre:
Pwnography
07-15-2010, 11:34 PM
NGD please take this into consideration, most people believe that nerfing classes is not the solution and that the underpowered characters need to be buffed. This game was sooooooooo much fun when i first started playing,Barbarians doing what barbarians should do,Cut people in half with massive amounts of damage,Knights providing auras in a 360 degrees 10 range and being able to block and tank damage,marksman being an offensive class dealing good damage,hunters tracking and doing what they do now but not being over powered,conjurers being able to heal and give mana,warlocks also doing what they do now,but as other chars could do something about them not making them overpowered(although i dont believe they are atm).
Ever since then every class has been nerfed,Archers cant shoot while moving, dex nerfed, Marksman spells being nerfed to the point of being usless, Conjus not being useful unless there are other conjus as they cant heal quick enough,or give mana, STR being nerfed, knights auras are pretty much useless now seeing as they only affect those behind them and they hardly ever block anymore, barbarians,when lucky enough to reach their target cant dish out enough damage to hurt them and are only good for door bashing and area spamming, the gameplay has become ever slow compared to what it was.
I believe that this game was alot more fun before almost every class was nerfed to the point where they dont have any real role, so please NGD dont start nerfing again,the gameplay was so great and now it just seems to be lacking in something,so if anything just improve the classes in need instead of nerfing the "OP" classes.
Hamster_of_sorrow
07-16-2010, 12:19 AM
NGD please take this into consideration, most people believe that nerfing classes is not the solution and that the underpowered characters need to be buffed. This game was sooooooooo much fun when i first started playing,Barbarians doing what barbarians should do,Cut people in half with massive amounts of damage,Knights providing auras in a 360 degrees 10 range and being able to block and tank damage,marksman being an offensive class dealing good damage,hunters tracking and doing what they do now but not being over powered,conjurers being able to heal and give mana,warlocks also doing what they do now,but as other chars could do something about them not making them overpowered(although i dont believe they are atm).
Ever since then every class has been nerfed,Archers cant shoot while moving, dex nerfed, Marksman spells being nerfed to the point of being usless, Conjus not being useful unless there are other conjus as they cant heal quick enough,or give mana, STR being nerfed, knights auras are pretty much useless now seeing as they only affect those behind them and they hardly ever block anymore, barbarians,when lucky enough to reach their target cant dish out enough damage to hurt them and are only good for door bashing and area spamming, the gameplay has become ever slow compared to what it was.
I believe that this game was alot more fun before almost every class was nerfed to the point where they dont have any real role, so please NGD dont start nerfing again,the gameplay was so great and now it just seems to be lacking in something,so if anything just improve the classes in need instead of nerfing the "OP" classes.
uh.... what he said. i couldnt have said it better myself. it was exactly what i was thinking but couldnt put into words.
bigjim
07-16-2010, 12:45 AM
Honestly, too many "dynamic" changes are taking place still. This game went out of beta a long time ago.
It's time to get shit right and leave it. I am so sick of having to have to adapt or level a new character; because of the constant nerfing.
I don't want warlocks to get nerfed now; because then that will make another class too powerful, and then that class will be nerfed.
Pretty soon we won't have a game left.
Hamster_of_sorrow
07-16-2010, 12:53 AM
Honestly, too many "dynamic" changes are taking place still. This game went out of beta a long time ago.
It's time to get shit right and leave it. I am so sick of having to have to adapt or level a new character; because of the constant nerfing.
I don't want warlocks to get nerfed now; because then that will make another class too powerful, and then that class will be nerfed.
Pretty soon we won't have a game left.
this is what i have been saying for a long time. any game in this condition would be in early beta.
back on point:
if these nerfs continue, no one will be able to kill anyone. this game will be more social networking than a game. instead of nerfing an overpowered class, buff an underpowered class.
bigjim
07-16-2010, 12:56 AM
this is what i have been saying for a long time. any game in this condition would be in early beta.
back on point:
if these nerfs continue, no one will be able to kill anyone. this game will be more social networking than a game. instead of nerfing an overpowered class, buff an underpowered class.
exactly!!! I just don't understand why the game has to be "nerfed" everytime. NGD could always make another class more powerful which in turn would cause classes to balance out in the long run.
I guess it's kind of the communitys fault for always asking for nerfs, and now look at what has happened.
Minorian
07-16-2010, 12:57 AM
this is what i have been saying for a long time. any game in this condition would be in early beta.
back on point:
if these nerfs continue, no one will be able to kill anyone. this game will be more social networking than a game. instead of nerfing an overpowered class, buff an underpowered class.
But the main problem is, it is much easier to lower a variable in a good spell than to find out a spell that could be useful and fix it. Nerfing is easy. Buffing is hard. So with a small staff it is clear what path they take. DOn't get me wrong I completely agree, but I'm stating NGD's view.
Kyrottimus
07-16-2010, 01:03 AM
I just got home from work and read this, and it brought a smile to my face.
Every change listed so far is something I would welcome. Every last one.
Sure, I'd add a few more, (like reducing warrior's GCD time slightly xD), but I think I'll hold and see where this goes.
Thank you Chlko and NGD for making the effort to communicate this to the community. It means a lot to us :)
BigManOnCampus
07-16-2010, 01:18 AM
I dont mind the suggested changes as stated. However, I can't help but consider how one-sided they seem to be.
Yes, Locks are OP. However, two mentioned changes are removing greater evasion at distance (mainly affects hunters/marks), and reducing CC stacking/increasing GCD for mages.
It really seems like the proposed changes have not yet considered how OP hunters are. Yeah, fix how dominant locks can be in combat, but please dont turn them into a walking target for camoed hunters in one-on-one combat.
_Enio_
07-16-2010, 01:23 AM
Im fine with tonign down (nerfing) obviously broken mechanics etc in order to fix them. Sometimes buffing others instead of "nerfing" a special thing is just way harder and eventually not bringing the right results.
Eg. when you look at camo + confuse + ambush + superior speed + Skin of the Beast + Sotw - how would you buff others in order to fix the imbalanced combination(s) these few spells/passives allow? No way to do that without big changes for the whole game, the tweak has to be where the problem arises and it will be something lowering the effectiveness of that combo thus its a nerf.
With the cast time "nerf" - well its needed somehow and a cap seems not a good solution in various aspects. the proposed change in castspeed -> cast time calculation is a good thing.
Nerfs are fine as long as they are justified. I dont want to play a whole new game just because some people fear they could lose superiority. There are some problems that cant be fixed without a nerf or a complete rework.
SlackerLinux2
07-16-2010, 01:29 AM
the balancing changes is a start and i like that your looking at camo(i think it should be semitransparent like in savage 2). i dont really think confuse needs a look at. and yay royal ammy ignis gets some good jewelry for once
but will we be able to use other realm boss items now will i be able to use the stone token the sword etc?
Hamster_of_sorrow
07-16-2010, 01:37 AM
But the main problem is, it is much easier to lower a variable in a good spell than to find out a spell that could be useful and fix it. Nerfing is easy. Buffing is hard. So with a small staff it is clear what path they take. DOn't get me wrong I completely agree, but I'm stating NGD's view.
well think about it this way: if NGD nerfs constantly there will be no game left, no way for them to make income, they lose money. maybe they SHOULD make the extra effort.
maybe, and im just spitballing here, if they had some sort of forum or message board that the players could submit ideas for NGD to take under consideration.....
Network code / positioning system
New network code should provides a smoother experience and adds a lag compensation technique to minimize phantom swings, although you will experience hits from opponents being far away from you this is not because of an extra range (range has actually been reduced a little) but the result of the lag compensation. (THIS IS ON AMUN NOW)
Good, anything that makes the gameplay smoother is welcome. See how it goes
Map
Move the Trelleborg Save and fix the mountain to Algaros so both forts are not so easy Accesible
Move the Wall 2 Castle teleport in alsius so it is not so easy for the enemy to go to the Castle after taking Trelleborg.
New teleport in Alsius to travel faster to Syrtis Castle Area
The positioning of the Trelleborg save would be key. Fix to the mountain at Algaros is a good improvement. Wait and see where the teleports are going to go. It would be a boon for Alsius to be able to commute to Syrtis castle easier.Much cheaper than the alternative which is to move the castles to a central location like where the central forts are now.
Equipment:
RVR quest added to get Amulets and Rings that are only available in the opponent realm.
Tunics will offer more protection
A bug will be corrected in the armor/tunic protection system that is hindering the performance of certain armors against some damage types
Armor performance increase in general for all classes.
RVR quest will hopefully silence the debate over the imbalance of jewellery and is a cheap alternative to adding the inventory to every realm. How this will be implemented would be very interesting.
Tunic bug fix is welcomed with open arms. I wait to see how armour is modified.
Combat System:
Crowd controls of the same type will no longer be able to be stacked to minimize frustration of being rooted for long periods of time.
A short immunity to crowd control of the same type will be added after the effect to provide some chance of counter action.
Global cooldown on mages will be augmented from 1 second to 1.5 seconds.
A feature will be removed that generated more evasions as the range of the attack was bigger
No more stack of sultars would make game much more tactical. The short immunity to same CC effect would be a game changer in the wars. Interesting.
GCD on locks would be okay, healers not so much. Difficult to fix as it is a Global cool down. If the healing tree could be separated at some point that might be a boon to healers. Other than that maybe the CD on heals could be shortened a little. That one may be for the next round of balancing. We see how it goes.
PVE:
Fix in the evasion/resistance system for normal and challenging creatures
Once the evasion rate is not increased or the formula is changed downwards for calculation of the resistance/evasions I am all for it. Next up , very easy and lower mobs should not resist or evade at all.
Powers:
Arcane Devotion nerf
Sultar’s Terror Splash Damage Nerf
This one depends on how much the nerf is. I would have preferred that NGD hav a look at the socketing of gems of the same type of spec as a staff currently possesses. Example, a socketing of a CS boost gem would fail on a staff that already has a CS modifier on it. It might be too complex to code for example a maximal of 7% CS on a staff so that a 6%CS staff could take a 1% CS gem only.
For the rest I wait and see.
Stuff that we will look into in the near future:
Pets
Summons
Confuse
Camouflage
And many more
I think this is a good start. It must be remembered that this is the initial balance update and as such they cannot cover everything in one go. What is heartening is that the map, powers , equipment, combat codes and others are all getting a look at in this initial phase. This could auger well for the future.
As always , good luck NGD. Some will like the changes , some will hate it. Hopefully at the end of it all we have a better gaming experience. For now I will look on and wait to see how it all pans out.
Artec
Klutu
07-16-2010, 01:56 AM
Everything looks good
For the Balance & Nerfing.. ect
Why not just take a bit longer in the balance & Create a hole new list of spells and start over from scratch... instead of trying to balance spells that have been in game since the begining. The Games Dynamic's have changed alot! since the begining maybe a hole new Spell Book for Every Class is something needed.
Of course keep the basic spells but remove the constant nerfed & borderline overpowerred and rework new spells..
veluchami
07-16-2010, 03:35 AM
I welcome NGD experimenting with changes to the balance. But I sincerely hope they have the resolve to finish this off once and for all this time.
If things go wrong dont be afraid to make some more changes, and experiment till we reach an ideal balance. I hope it is not like the last few half baked attempts where they changed one class screwed balance w.r.t some other and left it like that for another 6 months, come back and make some totally new set of changes.
NGD Take a resolve to get it right this time, no matter what. Please !
KryHavoK
07-16-2010, 03:41 AM
Well id really like some confirmation on the range issue since it more seems like a bug.
I've gotta agree that it would be nice to have some sort of confirmation on this one.
I'm still clinging to the hope of it being a bug that appeared while adjusting the positioning system since the only place range is mentioned is here:
Network code / positioning system
New network code should provides a smoother experience and adds a lag compensation technique to minimize phantom swings, although you will experience hits from opponents being far away from you this is not because of an extra range (range has actually been reduced a little) but the result of the lag compensation. (THIS IS ON AMUN NOW)
and not mentioned at all under "Combat"
as I can't really call a 15-17% loss of range for a Marksman being "a little"
Other than that I'd give everything else a +1 and definitely worth trying out
chilko
07-16-2010, 03:54 AM
back on point:
if these nerfs continue, no one will be able to kill anyone. this game will be more social networking than a game. instead of nerfing an overpowered class, buff an underpowered class.
Do you really think that we want to make a game where no-one kills anyone?
please.
let's not get into the discussion of buffing 5 classes instead of nerfing 1.
It is written in almost any game development book out there
it's gamer thinking.
it's not game development.
it's not possible.
even more so considering that we are trying to make the game less frustrating to the guy who is owned and on the floor most of the time (and maybe cannot even attack you unless he is a meter away from you)
We are trying to make the game more tactical and more accessible not a game where the guy with better reflexes, better frame rate or better ping always wins, (in a couple of seconds).
We really don't want to read this kind of comments.
I am sorry to say this but I implore you guys, If this is the only thing you can say please restrain yourself away of this thread.
We are trying to be as communicative as possible.
We are doing our best and have the best intentions for our game.
There is nothing else we can do for you if you really dislike our game (or our decisions) that much .
chilko
07-16-2010, 03:57 AM
I've gotta agree that it would be nice to have some sort of confirmation on this one.
I'm still clinging to the hope of it being a bug that appeared while adjusting the positioning system since the only place range is mentioned is here:
and not mentioned at all under "Combat"
as I can't really call a 15-17% loss of range for a Marksman being "a little"
Other than that I'd give everything else a +1 and definitely worth trying out
We just adjusted the range of melee weapons.
What are you talking about? can you be more specific?
Mikan
07-16-2010, 04:05 AM
We are trying to be as communicative as possible.
We are doing our best and have the best intentions for our game.
There is nothing else we can do for you if you really dislike our game (or our decisions) that much .
Hey chilko,
Would it be possible for NGD to make two separate threads for this, one heavily moderated and the other only loosely moderated? Because when I come to the forum, and what to read what people think about this, I see 14 pages posted in only one day and I can't read through all of that, and I know that NGD can't either. And most of it is just people saying the same things over and over.
This has become a recurring problem lately on the forums and it would be great if you guys could come up with some way around it - it's not only a bane to you, but also forum users who don't want to read a hundred copies of the same post made by different people. They just don't seem to get the point that we get the point. I know you can't please everyone, but...
It's making things very hard for us players who actually want to communicate with NGD instead of just rant.
On topic:
The update looks good, however...
Honestly, I am worried about a nerf to Arcane devotion as opposed to a cap on casting speed, since this will still put all fights with mages in favor of the one with higher cast speed around obsticles such as rocks. What I would like to see is Arcane devotion "nerfed" to 30% like similar buffs, then the casting time of all spells also reduced by 30%, and a hard cap placed on casting time at 150%, similar to the cap on movement speed. We need to make the game more fair for those who cannot obtain good items easily.
In this way players with level 5 devotion will still be able to cast spells just as fast as before, but the percentage of benefit that users with very good gears get will be detrimental with increasing values compared to before. I think that approaching "unlimited" benefits such as attack speed, cast speed, and damage bonuses with non-linear curves that result in smaller gains as the numbers increase beyond the norm will be the proper approach to fixing some very old, ongoing issues in the game.
This would also allow buffs to be stronger on their own without being stackable to create impossible situations.
Kind regards.
Hamster_of_sorrow
07-16-2010, 04:35 AM
Do you really think that we want to make a game where no-one kills anyone?
please.
let's not get into the discussion of buffing 5 classes instead of nerfing 1.
It is written in almost any game development book out there
it's gamer thinking.
it's not game development.
it's not possible.
even more so considering that we are trying to make the game less frustrating to the guy who is owned and on the floor most of the time (and maybe cannot even attack you unless he is a meter away from you)
We are trying to make the game more tactical and more accessible not a game where the guy with better reflexes, better frame rate or better ping always wins, (in a couple of seconds).
We really don't want to read this kind of comments.
I am sorry to say this but I implore you guys, If this is the only thing you can say please restrain yourself away of this thread.
We are trying to be as communicative as possible.
We are doing our best and have the best intentions for our game.
There is nothing else we can do for you if you really dislike our game (or our decisions) that much .
i understand you mean the best for your game and that nerfing 1 OP class is better than buffing 5 underpowered ones. but many times its just one class or a few classes that need a lift. also, have you seen the many threads that talk about changing the game back to pre 1.0?
in the game version pre1.0, everyone was happy with their classes. battles were dynamic and the game was over all more fun. since then its gone mostly downhill.
i realize that is a bit off topic but i needed to mention it
in every post ive seen where people compare classes, warlocks are mentioned as "just fine as they are". so why nerf them? it doesnt make sense.
hunters and those spells are obvious.
i could go for a bit more barb dmg but it can wait.
and FFS give marksmen a hand. they need it.
i really see potential in regnum. i do. but just about every update i get anxious because i think it will be good, and every time i get disappointed (valentine's event especially. seriously? wtf was that?)
last but not least, i suggest taking the time to read the forums. i mean REALLY read them. the community isn't full of a bunch of tards, there are a lot of people with a lot of good ideas. then actually use them.
tjanex
07-16-2010, 05:56 AM
Map
Move the Trelleborg Save and fix the mountain to Algaros so both forts are not so easy Accesible
Move the Wall 2 Castle teleport in alsius so it is not so easy for the enemy to go to the Castle after taking Trelleborg.
New teleport in Alsius to travel faster to Syrtis Castle Area
Is this alone for Alsius? Why Syrtis got no tele to for example Shaan and Ignis to Imp? Or am I understanding this wrong...?
cokolwiek
07-16-2010, 05:58 AM
NGD wont do this because players have spent a lot of money, in game and on xim on cs/as items and gems.
then give those ppl anoter bonus instead of cs or as
all mage in game shoud suffer becose of few AS,CS OP locks?
thats not fair
and what next?
NERF Thirst of blood AS for all? becose of few igi barbars?
NERF damege bonus from skills becose of epick weapons?
where is the "we want to make the game more tactical" ?
becose i only see that this game is becoming more and more GEAR based!!!
Hamster_of_sorrow
07-16-2010, 06:15 AM
where is the "we want to make the game more tactical" ?
becose i only see that this game is becoming more and more GEAR based!!!
actually i have to agree here. regnum is getting more and more gear based. of course for NGD this is GREAT because paying users will pay for xim and use it on lucky boxed and such. but for FTP players like me its a kick in the face.
Dupa_z_Zasady
07-16-2010, 06:34 AM
A feature will be removed that generated more evasions as the range of the attack was bigger
Sounds really, really good.:thumb_up: I would leave this one^ as is, works not so bad IMHO.
Since you look after forts, I would like you to look into castles. I will produce a post in balance section in the near future.
cokolwiek
07-16-2010, 06:42 AM
actually i have to agree here. regnum is getting more and more gear based. of course for NGD this is GREAT because paying users will pay for xim and use it on lucky boxed and such. but for FTP players like me its a kick in the face.
well at least we cant deny that RO is a FTP game
you are Free To Pay NGD whenever you want...
BALANCE! xD
Is this alone for Alsius? Why Syrtis got no tele to for example Shaan and Ignis to Imp? Or am I understanding this wrong...?
It's because Alsius has no bridge connecting them directly to another castle.
I have not much to add. Overall the changes look good, we'll see how good they are in practice. I just wanted to post this from another thread.
[...]
A game like this cannot have perfect balance. In a perfectly, 100% balanced game, you would have a 50-50 chance of surviving any given encounter. It would be boring as hell and not what certain people think it would be, because this would require all classes to be so homogenized as to be interchangeable - which completely ruins the point of having classes in the first place. Valuable class skills would have to be shared amongst all classes. Any fight would look like two support conjus dueling.
All that matters is that every class feels unique, useful and fun. [...]
PT_DaAr_PT
07-16-2010, 07:09 AM
We just adjusted the range of melee weapons.
What are you talking about? can you be more specific?
Looks like the attack range for normal hits has been reduced for archers on Amun, but spells like Ensnaring Arrow(with 0 Range in their description) seem to work with the correct weapon range. You can try it out.
blood-raven
07-16-2010, 07:14 AM
pet YES and confuse HELL YEAH but i don't think camo is that big a problem
but that' just imo
Looks like the attack range for normal hits has been reduced for archers on Amun
why is that necesary?
MalaTempora
07-16-2010, 07:25 AM
well at least we cant deny that RO is a FTP game
you are Free To Pay NGD whenever you want...
BALANCE! xD
i sometime buy some xims, but i never use them to get gears/gems , i like the idea of paying some cash to ppl that make this game, and when i can i put some
bucks on it.. i use it on fusion, banners, scrolls (grinding a knight was very
very painful...) but i feel that probably buy gears give some imbalance...
so i avoid it..
... after some think time indeed you have to know that NGD have to pay
his workers and his "life"... so nothing will be totally free to play, this game
have a rather good compromise, you can avoid to pay totally and still have
some good chances to have fun.. this a real rarity in this kind of games..
don't put NGD in the pole for trying to have some revenues :DD
Pizdzius
07-16-2010, 08:11 AM
Yes, please. Make the summons/pet work, one of the basic buttons doesn't work, I can't protect my buddies with my zarkit when we go grinding, it's really hard to get some experience together.
"Fix in the evasion/resistance system for normal and challenging creatures"
no. Fix the evasion/resistance for everything. Did we mention that even gray mobs tend to resist 3 times in a row? Oh only 2309172936129 times.
Pimousse
07-16-2010, 08:12 AM
in every post ive seen where people compare classes, warlocks are mentioned as "just fine as they are". so why nerf them? it doesnt make sense.
Just some examples :
Capping Castspeed (http://www.regnumonline.com.ar/forum/showthread.php?t=62328)
Sultar's Terror (http://www.regnumonline.com.ar/forum/showthread.php?t=49530)
... we have a clear objective which is to have a deeper more tactical combat experience meaning (which implies longer combats).
Increasing barbarians buffs duration sound necessary then (and maybe not only for barbarians ;)).
I am only concerned now about the use of escapist, with the changes to avoid phantom swing i fear escapist will be almost with no use.
A warrior with a 2,5m spear+ lag in the server communication can kick any archer with only escapist.
maybe is the case to increase a little escapist range.
I agree, since phantom swings fix, escapist is almost useless against a warrior, you have to be very close to trigger it, most of the time a good warrior will kick you to death.
And for some reason, escapist was widely used and considered one of the most valuable spells in a time before all these pos. issues were even around, and a time when barbs had much more mobility and CC ability than they do now.
Escapist is not useless. There are more uses for it than just getting away from a warrior about to catch you (it shouldn't be necessary then anyway). Escapist can be used to track camo'd enemies. It can be used to gain range quicker when you have a warrior under stunfist or winter stroke or distracting shot.
Shwish
07-16-2010, 09:04 AM
And for some reason, escapist was widely used and considered one of the most valuable spells in a time before all these pos. issues were even around, and a time when barbs had much more mobility and CC ability than they do now.
Escapist is not useless. There are more uses for it than just getting away from a warrior about to catch you (it shouldn't be necessary then anyway). Escapist can be used to track camo'd enemies. It can be used to gain range quicker when you have a warrior under stunfist or winter stroke or distracting shot.
not to mention its a skill that you dont have to put points into to be able to use it effectively
Ashnurazg
07-16-2010, 09:04 AM
What does New teleport in Alsius to travel faster to Syrtis Castle Area mean?A direct teleport to Eferias Castle?
I hope it teleports to Eferias Save, so the save guard kill them. :p
cokolwiek
07-16-2010, 09:18 AM
I agree, since phantom swings fix, escapist is almost useless against a warrior, you have to be very close to trigger it, most of the time a good warrior will kick you to death.
-1000
want to run then play a race game :P
Shwish
07-16-2010, 09:18 AM
What does mean?A direct teleport to Eferias Castle?
I hope it teleports to Eferias Save, so the save guard kill them. :p
you have no idea how long it takes for an alsius group to get to Eferias, or even Shaan for that matter.
Another map issue which coud possibly be looked at is the Birka save. Its too far away from the wall (unlike the other realms) and is a real inconvenience when defending the gate.
Vroek
07-16-2010, 09:31 AM
I agree, since phantom swings fix, escapist is almost useless against a warrior, you have to be very close to trigger it, most of the time a good warrior will kick you to death.
Yeah lets bring phantom swing back!
Escapist is almost free and comes with a very low mana cost.
It work excellent to get away from melee knock down chains and such, even more so if NGD implement this immunity thing.
Despite archer potentially being faster and having ranged CCs, Escapist should work prebuffed and not allow a warrior to reach you every time?
I seriously doubt Escapist is meant to be that effective, it probably works as it should.
Winds
07-16-2010, 09:35 AM
Combat System:
Crowd controls of the same type will no longer be able to be stacked to minimize frustration of being rooted for long periods of time.
A short immunity to crowd control of the same type will be added after the effect to provide some chance of counter action.
Global cooldown on mages will be augmented from 1 second to 1.5 seconds.
A feature will be removed that generated more evasions as the range of the attack was bigger
Powers:
Arcane Devotion nerf
In general the changes seem to be acceptable and it looks like you have listened to the community. On their own I could accept anyone of them, but I'd ask you to reconsider the mages GCD change and devotion nerf combined. One of them is ok, because you don't want to have such large population of mages, but together they just might be a too big nerf. So I suggest you implement just one of them and see if the other one is still needed.
Also mages won't be so dominant after the changes to spell stacking, cc immunity and less evades. But we'll see how it works in practice. Making the casting speed work as it should and thus implementing diminishing returns gets my full support though. (I can also agree with others that support conjurers should be made more attractive, they'll help you make longer and more interesting wars.)
KryHavoK
07-16-2010, 09:45 AM
We just adjusted the range of melee weapons.
What are you talking about? can you be more specific?
The range at which an archer's normal attacks begin to happen is now only at about 85% of an archer's total range, yet range 0 spells can still be cast at full range.
Say your range is 30. You can cast Etheral Arrow at range 30 but must move up to range 25.5 before you can make a normal attack. The character's stance suggests you can make your attack at range 30 but nothing happens until you move much closer.
tjanex
07-16-2010, 10:24 AM
I noticed in Amun the mob is turning red etc. so you can shoot but I can't shoot than ... Reduced range wtf that's not needed!
cokolwiek
07-16-2010, 10:29 AM
I noticed in Amun the mob is turning red etc. so you can shoot but I can't shoot than ... Reduced range wtf that's not needed!
oh yeah?
say that to warriors
Pwnography
07-16-2010, 11:09 AM
While i do believe that nerfing is killing the game i do believe the proposed i deas are good ones and the new GCD system should be a big step.But what id also like to see is something done to Strength and Dexterity, as they seem to be useless atm, and i dont know of anyone who acctually stacks them because of their low damage effect.
Im glad that the stacking of the same CC's will not happen anymore but if you are removing this and giving an immunity to the CC spell for x seconds,i dont believe youll need to nerf the splash damage of sultar.
Overall if nerfing is the only way then i think this is the best way to do it.
Good Work NGD.:bananajoy:
-1000
want to run then play a race game :P
Most of your posts are not polite enough for me, but still i will answer:
- escapist is made to run faster
- escapist <- read again the name, read again the description
- what we said is that escapist was impacted by recent changes, nothing more
Yeah lets bring phantom swing back!
I don't think anyone said that.
Escapist is almost free and comes with a very low mana cost.
It work excellent to get away from melee knock down chains and such, even more so if NGD implement this immunity thing.
Despite archer potentially being faster and having ranged CCs, Escapist should work prebuffed and not allow a warrior to reach you every time?
I don't think anyone said that.
I seriously doubt Escapist is meant to be that effective, it probably works as it should.
I don't think anyone said that.
We just said Escapist was impacted by phantom swings fix.
So it is harder now to use in some situations, it wasn't stated that this is intentional, as it is a side-effect of a fix.
I'm perfectly happy with it, though unintentional changes have to be reported (see arrow trails thread ie.).
Vroek
07-16-2010, 12:13 PM
I don't think anyone said that.
I know
You called it almost useless, implying that you think it only worked if it would exploit lag, phantom swings and position bugs to keep you safe or that it now needs improvments to meet you standards of spell called Escapist.
We just said Escapist was impacted by phantom swings fix.
So it is harder now to use in some situations, it wasn't stated that this is intentional, as it is a side-effect of a fix.
I'm perfectly happy with it, though unintentional changes have to be reported (see arrow trails thread ie.).
Unintentional change? This dont qualify.
First of all i think it wrong assumption, I always had a good success chance on getting close enough to some with escapist when server condition were ok.
Fixing these issues would make it work as used to, because these issues were not around when Escapist was introduced, hence no need to state if it was intended.
cokolwiek
07-16-2010, 12:46 PM
Most of your posts are not polite enough for me, but still i will answer:
- escapist is made to run faster
- escapist <- read again the name, read again the description
- what we said is that escapist was impacted by recent changes, nothing more
First if you want to talk about my "polite way" make a thread
Second how about you view from the point of a warrior
Archers can fight in range and in mele combat they have far more speed
and all their CC can be used in bouth range and close fights + they have instant sanc and can lover deffence and take half of warriors hp befor he can even get close to them
and warriors ALWAYS have to get in close range to cast CC
ALWAYS have to get in close range to attack
ALWAYS have to get a succse chain of CC to win
ALWAYS have to use speed buffs to have a chance in fight vs range
is that fair?
Minorian
07-16-2010, 01:07 PM
I agree with all the changes proposed, except for the Alsius getting teleport to efe area. I think that it is fair they have to run that far, because in exchange they have easy access to the secondary forts that are basically a guaranteed capture. And Alsius uses this advantage, they rarely go to samal, almost always meni, and id say they go to alga a bit more than herb. Anyway just my opinion.
This is quite a long thread and quite a task to read it all. For the most part I congratulate NGD for the fine effort that they made with this initial attempt to balance revisions. The discourse with the community is also quite good.
In my view NGD did listen to the community and took on board many of the weak areas mentioned by players. I always believed that they took them into consideration usually without actually acknowledging they did so. Presenting this information to the community is a bold step and one in the right direction.
Now, I noticed that many of us have become excited by the proposed changes and rightfully so because it is long overdue. However, I am reminded that this is an initial attempt and that nothing is set in stone. Also, I am quite sure that NGD will code this in such a way as to make even more granular adjustments as they improve the code base. Because I believe this, I feel comforted that if any 'mistakes' are made they can be adjusted and reverted if needed.
Balance is a difficult thing and perfect balance will never be achieved. I think we all know this. Also , balancing one thing may throw something else off so the pendulum will always be swinging one way or the other.
My approach to the current update is this. Wait and see, test , and don't pre-empt what might or might not happen. That is what the teething test phase is for. I also intend to focus in on the current changes without really worrying about the next round, when we get there we get there. I have struggled through phantom blows, aura changes, reduced damage, combat system changes and I am still here. As such I am prepared to rally through any changes and the hiccups that will invariably come.
NGD has ramped up delivery of promises this year and I am encouraged by that. Also encouraging is the renewed attempt to communicate with a sometimes tough crowd that this community is. I hope they keep it up and keep us in the loop to their changes. All in all I am satisfied with their current attempt and expect that the remainder of this year will bring many more balancing changes in armour, weapons, base damage, terrain, invasions, war zone structures, and spells. Good Luck NGD and may the will be with you to sustain the effort despite the challenges to come. Now I am off to Amun.
Cheers
Artec
power-digital14
07-16-2010, 01:50 PM
good :D...
_Enio_
07-16-2010, 02:05 PM
We just adjusted the range of melee weapons.
What are you talking about? can you be more noonspecific?
I was quite specific on page 3 of this thread. The normal hit range seems somehow buggy, its cut by up to 20% from what i tested. Might be not particularly novicable at close range but as marks with passiverange & parabolic its like range 30 bows -> range 25.
Range 0 spells are not affected just normal hits.
Raely
07-16-2010, 02:26 PM
I was quite specific on page 3 of this thread. The normal hit range seems somehow buggy, its cut by up to 20% from what i tested. Might be not particularly novicable at close range but as marks with passiverange & parabolic its like range 30 bows -> range 25.
Range 0 spells are not affected just normal hits.
It's the same for barbs, powers have higher range than normal hits, a bit annoying when using balestra.
II-Joaco-II
07-16-2010, 02:46 PM
I was quite specific on page 3 of this thread. The normal hit range seems somehow buggy, its cut by up to 20% from what i tested. Might be not particularly novicable at close range but as marks with passiverange & parabolic its like range 30 bows -> range 25.
Range 0 spells are not affected just normal hits.
I'm glad someone in english forum also discover this. I tested the same thing yesterday and post it in spanish forums but there I have no answer.
In my test range was reducted by 15%.
R30 -> R25
R25 -> R21
R20 -> R17
I made this tests whit another marks (Carpi), asking for his precise position in the map, and shooting normals from max range allowed.
UmarilsStillHere
07-16-2010, 04:00 PM
I agree with all the changes proposed, except for the Alsius getting teleport to efe area. I think that it is fair they have to run that far, because in exchange they have easy access to the secondary forts that are basically a guaranteed capture. And Alsius uses this advantage, they rarely go to samal, almost always meni, and id say they go to alga a bit more than herb. Anyway just my opinion.
Idealy every realm should have one near castle and one near minor-fort, in the case of Alsius being far from castles this is a disadvantage for them in invasions.
Being near Alga and having a teleport to Efe could make it considerably easier for Alsius to Invade Syrtis, so balance in that area depends where they put the teleport and where it sends user too.
relu-cri
07-16-2010, 04:00 PM
Since you're talking about equipment:
FIX SHIELD DROP. WE WANT SPECIAL SHIELDS!
thats all for now.
love this XD :wub2::wub2:
btw what about the knight issue? will be solved only by armor improvements?
_Enio_
07-16-2010, 04:05 PM
Thanks a ton, range seems fixed now :) :thumb_up:
Ashnurazg
07-16-2010, 04:20 PM
you have no idea how long it takes for an alsius group to get to Eferias, or even Shaan for that matter.
From Syrtis to Shaa and Imp is a long way, too. Shrug, I don't know why only for Alsius this teleport is on the plan. :fury:
Hamster_of_sorrow
07-16-2010, 04:23 PM
From Syrtis to Shaa and Imp is a long way, too. Shrug, I don't know why only for Alsius this teleport is on the plan. :fury:
imp may be a long way away, but shaan in right a cross the street(or bridge).
Pakos
07-16-2010, 04:36 PM
love this XD :wub2::wub2:
btw what about the knight issue? will be solved only by armor improvements?
they must see our poor knights :metal:
_Enio_
07-16-2010, 04:42 PM
The range bug now seems to stick on warriors.
Feint (range 0) can be cast from ~4.3m distance now with a spear (range 2.5 + buffer zone ~ 0.8).
Same as before with archers it will cast the range 0 spell but you are too far away to do normal hits.
Gytha_Ogg
07-16-2010, 04:50 PM
From Syrtis to Shaa and Imp is a long way, too. Shrug, I don't know why only for Alsius this teleport is on the plan. :fury:
Probably because:
1. PB2 gets Syrtis to Shaan or Ignis to Efe
2. PN2 gets Ignis to Imp
3. Capturing Ignis' secondary fort and taking the tele gets Alsius to Shaan
4. Capturing Alsius' secondary fort and taking the tele gets Syrtis to Imp
How does Alsius get to Efe?
We don't have a convenient bridge. Syrtis doesn't have a tele near their secondary fort. If we take Alga, we then have to cross a large swath of Syrtis, passing between two saves and crossing in front of the gate to get to the tele.
A new tele sounds reasonable, but there have also been some ideas discussed about moving castles and forts around which might also work (essentially making Syrtis a mirror image of itself), I suspect adding a tele seemed like an easier change that just might balance things out better. A lot depends on where it is, and where you end up.
Greyman_tle
07-16-2010, 05:46 PM
A lot depends on where it is, and where you end up.
After looking, then I'd say from Northern Cliff to one of the islands in the Lower Swamp. And it could be described more as an amphibious landing (is it als that came by boat?).
Thou I personally think solving the prob this way is wrong. hmm repeating meself
tjanex
07-16-2010, 07:59 PM
For Syrtis I think they should come somewere at gate... for us to Shaan is let's just say 5 km make it from Alsius teleport to Syrtis land also 5 km walk to Efe and Shaan... It's not fair if they put it somewhere close to a safe or the gate and the tele comes almost near Efe/Shaan than they can just keep camping it! :fury:
Pwnography
07-16-2010, 11:53 PM
For Syrtis I think they should come somewere at gate... for us to Shaan is let's just say 5 km make it from Alsius teleport to Syrtis land also 5 km walk to Efe and Shaan... It's not fair if they put it somewhere close to a safe or the gate and the tele comes almost near Efe/Shaan than they can just keep camping it! :fury:
Or they can be raped by the Save Guard. The teleport is a good idea imo, depending on where its placed.
chilko
07-17-2010, 12:13 AM
I was quite specific on page 3 of this thread. The normal hit range seems somehow buggy, its cut by up to 20% from what i tested. Might be not particularly novicable at close range but as marks with passiverange & parabolic its like range 30 bows -> range 25.
Range 0 spells are not affected just normal hits.
this seems to be a bug. We don't have plans to change archer's range
Minorian
07-17-2010, 01:08 AM
Thanks a ton, range seems fixed now :) :thumb_up:
this seems to be a bug. We don't have plans to change archer's range
wasn't it fixed?
WarParty
07-17-2010, 01:29 AM
When this goes to amun plz add a new thread if you haven't intended to do so.
I would rather less CS than a timer that would keep me from always being able to have it up. Just my opinion a lock isn't much in group or alone if no CS.
BTW what about the other OP'd characters?
Hard to believe with all the issues in the game with characters this is your answer.
Without CS a hunter can knock down my barrier, confuse me and even if I kill pet I wont be able to kill hunter before I am dead, especially if hunter fires SOTW at the right time. With CS atleast I have a chance. Not sure what this is going to fix. Terror dmg and stack fix is fine but the CS issue is going to make it very hard against almost all charcters 1vs1 or in group fight. What about a knight tha blocks 8 out of 10 spells??
That is just my opinion and I do have other lvl 50 characters such as a hunter so I am not being biased, I am speaking from experience.
Guess we will see when it comes out just wanted to state my opinion and let you know my thoughts and wants.
O M E G A
Pwnography
07-17-2010, 03:01 AM
When this goes to amun plz add a new thread if you haven't intended to do so.
I would rather less CS than a timer that would keep me from always being able to have it up. Just my opinion a lock isn't much in group or alone if no CS.
BTW what about the other OP'd characters?
Hard to believe with all the issues in the game with characters this is your answer.
Without CS a hunter can knock down my barrier, confuse me and even if I kill pet I wont be able to kill hunter before I am dead, especially if hunter fires SOTW at the right time. With CS atleast I have a chance. Not sure what this is going to fix. Terror dmg and stack fix is fine but the CS issue is going to make it very hard against almost all charcters 1vs1 or in group fight. What about a knight tha blocks 8 out of 10 spells??
That is just my opinion and I do have other lvl 50 characters such as a hunter so I am not being biased, I am speaking from experience.
Guess we will see when it comes out just wanted to state my opinion and let you know my thoughts and wants.
O M E G A
Before Warlocks started to stack Cast speed,they seemed to do just fine.Also it seems as tho the current cast speed situation was not intended, as this thread explains why:http://www.regnumonline.com.ar/forum/showthread.php?t=62826
It wasn't cast speed which made warlocks overpowered. I remember very clearly just when they started their rise to power.
Pre-1.0, warlocks were very much underpowered compared to marksmen and hunters (and in 1vs1, they are still relatively easy for hunters, but less so now). Against knights luck decided who won, but a warlock had an easy time if he played it safe (DoT DoT DoT freeze, run, repeat) and barbs had a pretty even fight with them. Balance was okay, except for ridiculous blocks and resists in fort wars.
Then they removed the resists and blocks. Resists and blocks were the only factor limiting warlocks from being overpowered, then they were gone. Now look at them.
I'm certainly not saying bring resists and blocks back, but you need some way to limit warlocks. Back then, warlocks were overpowered in theory, but not in practice because of resists. Now, they're overpowered in practice, and horribly overpowered in theory.
WarParty
07-17-2010, 03:05 AM
Before Warlocks started to stack Cast speed,they seemed to do just fine.Also it seems as tho the current cast speed situation was not intended, as this thread explains why:http://www.regnumonline.com.ar/forum/showthread.php?t=62826
Point is they should fix the other issues as well instead of nerfing one class for an unknown amount of time. Since I have played arc dev lvl 5 has been 50% and max gear without cs on tunic is 21% for a total of 71%.
As I said I am fin with lower CS just fix other issues also.
But we will see what NGD does.
O M E G A
Vroek
07-17-2010, 08:34 AM
It wasn't cast speed which made warlocks overpowered. I remember very clearly just when they started their rise to power.
I agree
Then they removed the resists and blocks. Resists and blocks were the only factor limiting warlocks from being overpowered, then they were gone. Now look at them.
Yes, i think system changes also had positive effects all contributing, casting behind, GCD, animation changes and even movement speed been very good for warlocks game play.
I'm certainly not saying bring resists and blocks back, but you need some way to limit warlocks. Back then, warlocks were overpowered in theory, but not in practice because of resists. Now, they're overpowered in practice, and horribly overpowered in theory.
Cast speed is a good way to deal with it.
As it is on amun now, i think it may be a little too slow i admit i only tested it with no CS items.
I think NGD should increase the duration for AD if they weaken it, maybe even adjust some spells cast time along with the change.
blood-raven
07-17-2010, 08:41 AM
i think the locks are the best balanced (exept for terror) class in the game, very important in war and potent! but low hp and die easely (in theory).
but when i see a lock in war it's a god damn power house, i tought marks where build to kill mages, gues not xD
maybe the longer gcd will do some good to make locks less OP, we just have to see i gues
regards
noqua
07-17-2010, 09:16 AM
thank you NGD for respecting the community and letting us know about changes. i have quite a few concerns though.
Hamster of Sorrow mentioned that with some changes it will be a social networking game... well i am afraid even that will not happen since the realm chat is taken away. :)
i am concerned that the whole 'update x.x' is becoming just nerfing. less added and more taken away... and things that are added often cost. i do not mind supporting game since i enjoy it a lot, i have an issue though being put in the position that i am told i should merge clans into big ones so i can be aware where is a war, or being put in the position of having to buy xim to organize a war party since some players have pm turned off for 'security reasons' whatever these are.
also when is started playing there were many conjurers on. i loved playing support conjurer but is becoming more and more difficult with all the changes... and the less conjurers we have the more complaining there is directed towards the ones that play at all. since i saw there were more locks needed i also leveled warlock to 50... and now i learned that 3 lvl 50 characters i have - 2 mages that i leveled to support my realm in war and a hunter will be all nerfed... support conjurer possibly unplayable in many ways.
even if you raise armor, so that it is more useful, eventually warriors WILL get damaged, and when they do, when no one is around to heal them, it still sucks. something HAS to be done to make people WANT to be a support conj, or it just sucks for everyone.
now... the telleport part. as much as i appreciate the sentiment... did anybody notice that the map is simply not symmetrical? by simply moving one castle all problems would be solved. adding telleport will cause more imbalance and complaining from other realms.
i am possibly going to be told i do not understand the business model and gaming... well i have to accept it since as a player i do not have much choice, do i? i just do not understand changes that will bring more imbalance and nerf support conjurers that often were the most committed to the game and other players in war.
Recoil
07-17-2010, 09:23 AM
I'm certainly not saying bring resists and blocks back, but you need some way to limit warlocks.
I say buff protection dome :D
Windrium
07-17-2010, 09:33 AM
See, you really have to look at all the changes in their entirety. First, the graphics update. Neck lines are lowered, legs are slit up the side, and more skin is revealed. Now we're going to have long fights with little damage. We'll be holding feather dusters, tickling each other, while half naked.
Oh, yes... the castles, like mansions, Long, drawn-out pillow fights in the moon-light...
You see, the real truth is, NGD is going for the NC17 rating.
Topogigio_BR
07-17-2010, 09:37 AM
I say buff protection dome :D
I say give BoW same mana cost and CD of ensnaring.
Windrium
07-17-2010, 09:37 AM
I say buff protection dome :D
Not to follow-up reply, but removing the aura limit would be one of the single biggest boosts to knights in combat. After all, Knights have some good auras, but no one wants them turned on because they want the Conj auras. Remove the directional problem with knight auras, and remove the aura limit, and you will start to see more strategic use of auras from multiple classes, and, in this case, it would be a direct boost to a warrior class that just... makes sense. In fact, just removing the aura limit would mean that we would start to see protection dome in use in a serious way, which, alone, would do MUCH to start keeping forces alive. You would see people working together to not just be by support auras (conj), but also by offensive unit auras (knight), depending on what people are doing on the battlefield. This should be a no-brainer.
Recoil
07-17-2010, 09:42 AM
we would start to see protection dome in use in a serious way, which, alone, would do MUCH to start keeping forces alive.
Tests show that it doesnt really work and doesnt stack. Could use some buffing up :/
Windrium
07-17-2010, 09:55 AM
Tests show that it doesnt really work and doesnt stack. Could use some buffing up :/
Well, then that implies bugged code (if it doesn't really work), or something, that needs to be addressed. I mean, it increases resistance to physical damage, essentially, right? Sort of like an Archer, with Acrobatic, but without the protection against magical damage? Great! So, it should work the same way, and if it won't stack with another shield wall aura, that is fine, but should stack with other resist damage abilities. Imagine, a knight in back with your marksmen, running the aura, to keep them alive, while they have acrobatic on, keeping people off a fort wall, or something. Point is...
Nerfing abilities so that we all stay alive longer just... innately, without actually having to THINK about how to stay alive doesn't increase strategy. But, by fixing some of these abilities and arbitrary aura caps, and such, that makes it so that nobody uses some abilities because they are just pointless would be great help, and force people to think about how to work together to stay alive longer.
Just... thoughts...
Mostly, I keep thinking the biggest issues are that no one wants to be a support conj anymore (cut CDs for support abilities in half), and that the knight auras are worthless because no one wants to be affected by them, since they block conj auras. Two simple fixes, and both would go a long way toward actually... keeping people alive, prolonging fights, and forcing people to work together.
Oh well.
Recoil
07-17-2010, 10:47 AM
I mean, it increases resistance to physical damage, essentially, right?
Lol wut.
http://regnum.wikia.com/wiki/Protection_Dome
Adds 75 spell resistance (lvl 5).
A thing that bothers me about dome is that, -- PYLONS stack, GHs stack, MCs stack, but dome doesnt.
It's effect could be compared to SOTW (adds 1500 spell resistance, lvl 5), but weaker (and not working, lol).
Mattdoesrock
07-17-2010, 11:10 AM
I say give BoW same mana cost and CD of ensnaring.
11 seconds of dizzy... Every 7 seconds?!
I don't think so.
Windrium
07-17-2010, 11:10 AM
Oh, whoops. I meant Shield Wall, was the one I was thinking of. :P I'd love to see knights actually able to reasonably use that without it taking away from conj auras...
Pwnography
07-17-2010, 02:15 PM
Lol wut.
http://regnum.wikia.com/wiki/Protection_Dome
Adds 75 spell resistance (lvl 5).
A thing that bothers me about dome is that, -- PYLONS stack, GHs stack, MCs stack, but dome doesnt.
GH and MC stack? O_o
Minorian
07-17-2010, 02:21 PM
GH and MC stack? O_o
They don't stack, but both of them will work individually, to the effect of double the effect. Could easily be mistaken as a stack.
NotScias
07-17-2010, 03:23 PM
They don't stack, but both of them will work individually, to the effect of double the effect. Could easily be mistaken as a stack.
Hum AFAIK they really stack. If there's 5xGH(5) in the same area, the players will get 5x40 hp per second, even if only 1 conjurer log will be spammed with GH ticks, no ?
Probably because:
1. PB2 gets Syrtis to Shaan or Ignis to Efe
2. PN2 gets Ignis to Imp
3. Capturing Ignis' secondary fort and taking the tele gets Alsius to Shaan
4. Capturing Alsius' secondary fort and taking the tele gets Syrtis to Imp
How does Alsius get to Efe?
We don't have a convenient bridge. Syrtis doesn't have a tele near their secondary fort. If we take Alga, we then have to cross a large swath of Syrtis, passing between two saves and crossing in front of the gate to get to the tele.
A new tele sounds reasonable, but there have also been some ideas discussed about moving castles and forts around which might also work (essentially making Syrtis a mirror image of itself), I suspect adding a tele seemed like an easier change that just might balance things out better. A lot depends on where it is, and where you end up.
GythaOgg has covered this nicely. Going with the Devs concept of fixing 1 to bring in line with everything else rather than the other way, the teleport idea is the only feasible and economical way to make Eferias 'closer' and more accessible to Alsius.
I was never on board with the mirror image method because no matter what 1 realm would always be advantaged and one disadvantaged.
The only other way in my view is much much harder. That is, move all castles to where the central forts are located so they are more or less equidistant from each other.
This is more difficult than it seems because, the new more accessible location will now require terrain remodelling, castle remodelling and defensive remodelling. Definitely not economical from a programming standpoint.
Minorian
07-17-2010, 03:42 PM
11 seconds of dizzy... Every 7 seconds?!
I don't think so.
I'd make cd 15 sec, so that in pvp you couldn't perma dizzy a mage xD But in it's current state BoW is fucking useless for cancelling sultar like it's supposed to, it's simply too much mana, too long a cd, and when it ends the lock starts casting again.
Mattdoesrock
07-17-2010, 03:44 PM
BoW is a _very_ good spell.
If you think its only use is for cancelling Terror...
Dear oh dear.
Minorian
07-17-2010, 03:44 PM
Hum AFAIK they really stack. If there's 5xGH(5) in the same area, the players will get 5x40 hp per second, even if only 1 conjurer log will be spammed with GH ticks, no ?
What I mean is, they don't stack (ie +80 with 2 GH's) but they do both work on each person. You will get 2 +40's a second if there are 2 GH's running.
BoW is a _very_ good spell.
If you think its only use is for cancelling Terror...
Dear oh dear.
Good spell? Are we thinking of the same one? 250 mana is a devastation to a marks if the spell isn't contributing (good) damage, there isn't that kinda mana to spare.
And I'm almost positive I read somewhere that NGD said BoW is for marks to cancel the enemy locks from casting terror.
Orimae
07-17-2010, 04:02 PM
I heard that was broken
Insightfull still works, well for me anyway...
Good to see some of these changes, but i do now fear for my little conju...put the mana costs back to the way it used to be..
Pwnography
07-17-2010, 04:18 PM
Good spell? Are we thinking of the same one? 250 mana is a devastation to a marks if the spell isn't contributing (good) damage, there isn't that kinda mana to spare.
And I'm almost positive I read somewhere that NGD said BoW is for marks to cancel the enemy locks from casting terror.
BoW rocks =) And maybe that is just someones vision of how its supposed to be used.
_Enio_
07-17-2010, 04:29 PM
BoW rocks =)
Indeed it does, bit less of a manacost wouldnt hurt though.
_Enio_
07-17-2010, 04:37 PM
Equipment:
RVR quest added to get Amulets and Rings that are only available in the opponent realm.
I remember there was talk about making rings unique equippable a while ago (eg. you could only equip one DS ring, one RoL etc.)
Is this still a planned change?
Minorian
07-17-2010, 04:48 PM
I remember there was talk about making rings unique equippable a while ago (eg. you could only equip one DS ring, one RoL etc.)
Is this still a planned change?
Would it make a huge difference? Now people will just stack 1 ROL and one DS.
_Enio_
07-17-2010, 04:49 PM
Would it make a huge difference? Now people will just stack 1 ROL and one DS.
It wouldnt make a huge difference in this case, still its a valid question from me and if im lucky a dev will respond.
Recoil
07-17-2010, 05:11 PM
GH and MC stack? O_o
Yes O_o. 10 GHs = 10 times 40hp healed per tick. Same with MC (15 mana per MC per tick) and pylon (30 barrier per MP per tick).
But I have tested with 6 of lvl 5 protective domes (stacked in 1 spot). There seems to be no RELIABLE visible effect. With current state of affairs the amount of resists could be easily explained by random.
Minorian
07-17-2010, 05:20 PM
Another question, with the new ring quests, will I be able to get another 3 ROL's? That'd just be silly ^^
Minorian
07-17-2010, 05:22 PM
Yes O_o. 10 GHs = 10 times 40hp healed per tick. Same with MC (15 mana per MC per tick) and pylon (30 barrier per MP per tick).
For pylon, I thought it does actually stack. ie 5 pylons is 30*5=150
HidraA
07-17-2010, 05:49 PM
Hmmm i readet lots of thinks about balance but in my opinion rong way is
giving rong speels to rong classes.
Nerfing isnt one option...i hope NGD can doit better.
What i want for changes:
General changes:
-First all classes have too many commons speels ..the worst is at mages and archers.Make only 2 commons tree of speels for each subclass and this will help more like atm at balance.
Worlock
-What is evil atm ...lmao lock with beetle swarm 4-5 is evil ever ...cant touch one..my opinion move this speel to conjurers heals tree and this will fix warjourers too
-Sultar is fine as it is ...just change time of knocks and take out stucks on knocks
-make knights aura 360 and tis will fix dmg too..no need to nerf sultar dmg.
Conj vs Warjourers
-just make arcane acceleration 50 sec or move that to highter position...
-if beetles swarm si movet to heals tree this is solvet alrady.
Knights
-are fine how they are...even ppl say they have low HP...A01 and passive resist at magical and knocks alrady have hight advantage
-just remove aura caast limit from 3..this will fix them and give them bonus xp at grind.
Barbarian
Atm are fine only UM is fail almoust all time...but i hope resist chains fix will fix this.
Hunter
-remove confuse...or convert this speel to dizzy one...alrady they have advantage to chose when in what condition they will atack.(from experience ambush 4 is enaught to kill any person before this efects gone if he come from camo and aatck unbufed persone.
Marksman
-this class alrady was enaught nerfred ...if you nerf range how i heard is stupid think ever.
-yes are lots of ppl what say marx is OP..i dont think so...99% from players not have dragon amulet,dean rha bow etc etc...not all ppla are Enio or Insomniac to have ubergear...normals marx hit with almoust same dmg like one hunter..
-they defence is good vs anothers marx...but not vs warriors or mages..
-they have same defence like hunters vs warriors.(they are designed to be NPC of forts..hiting with 5 m more like one hunter ...2 steps)
Recoil
07-17-2010, 06:02 PM
BarbarianAtm are fine only UM is fail almoust all time...but i hope resist chains fix will fix this.
Problems with barbarian >
1. Too high mana costs on everything.
Compared with manaburn, mana borrow and sadistic, this is huge problem.
Has to rely on external support. Mages are able to sustain themself. Archers can still a ) do damage and b) stay alive even with 0 mana due to RANGE. Barb or knight without mana in melee range of enemy is dead meat. . .
2. No speed. Being kited by every single archer is not fun.
3. Useless skills / Skills with cast time that should be instant. Intimidating threat? Not-instant roar/howl? O RLY?
4. Connection between GCD and attack speed. IF you are a mage, you can use spells as soon as GCD cools down.
Not so for barbarian.
If you make a normal attack, and want to use a skill next, you have to wait until your 'normal hit' cooldown ends and THEN you can use a skill. This + non instant casting of certain skill makes melee fighters not as enjoyable as they could/should be.
5. Phantom swings. Yes. They still are out there.
tl;dr: Barbs suck. No class should be this dependant on others. Buff barbs.
HidraA
07-17-2010, 06:20 PM
......
Dunno ..i am agree with you points...but is RvR game...not pvp one...
Pvp is totaly screwed ..my only troble on barb is beetle swarm...barbs=dead runers wile cast 5 speels on him...that wy i dont play barb just ocasionaly...and i givet up after 1,5 years of play barb...
Isnt so lack of speed ...maybe vs hunters...but vs mages isnt for sure...
But wtv ...all ppl want they class to be best...what i wrote up was for balancing all classes...and make game more rvr like pvp because is rvr atm ...exception is madeit by hunters and locks what beside of lots of advantges they have xtreme speels too...
And with barbs buufs isnt mana the troble ...troble is to many bufs and short time of them...
casting all bufs take around 15 sec and barb have buufs "what make them barbs"...like berseker what is 40 sec...so barb is one real barb for 25-30 sec after he is dead because of lack of armor and dmg.
So beeter give to barbs buufs longer time ...i am not agree with more mana...because they will repalce lock at exterminate..imagine barb to have mana to cast typhoon+expancive+devaste chain without conjurers.......is a bit crap...and again will unbalance another classes.
Anyway ...balance was better in 1.0.7 like in 1.08 when coming with stop and cast etc...what madeit one STATIC game.
Gideon_Slack
07-17-2010, 06:56 PM
A question on immunity to crowd control spells: how will this be implemented?
For example, if you try to cast a cc spell (e.g. ambush) on someone who is immune will you get the standard message that the target is immune and be prevented from casting it?
Or, will it give you no info so you waste the spell by casting it on an immune target?
Hopefully we will get the immune message and block to casting, because it can sometimes be difficult to tell what other people are casting at the same target.
NotScias
07-17-2010, 07:06 PM
A question on immunity to crowd control spells: how will this be implemented?
For example, if you try to cast a cc spell (e.g. ambush) on someone who is immune will you get the standard message that the target is immune and be prevented from casting it?
Or, will it give you no info so you waste the spell by casting it on an immune target?
Hopefully we will get the immune message and block to casting, because it can sometimes be difficult to tell what other people are casting at the same target.
As far as I've tested on Amun, you don't get any message. You (or any player) can cast that 2nd CC, it will be reported on log normally but the target won't be knocked (like if it had UM).
I tested if immobilize and freeze chains (I didn't mean stacks) can work, they still work, looks like the immunity only affects knock (for the moment).
I think it's good as it is now (no message/block), because people will have to think and observe carefully before wasting their spell (or not). (= more skill needed)
chilko
07-17-2010, 07:24 PM
General changes:
-First all classes have too many commons speels ..the worst is at mages and archers.Make only 2 commons tree of speels for each subclass and this will help more like atm at balance.
[
we would love to do this... but we think that people will kill us.
the other thing that we would like to do also is for every power to start in 0 so people would have to spend points for every spell and there are no cool freebies.
but we think that people will kill us for that too :)
_Enio_
07-17-2010, 07:29 PM
the other thing that we would like to do also is for every power to start in 0 so people would have to spend points for every spell and there are no cool freebies.
but we think that people will kill us for that too :)
indeed, dont even think of that! xP
Well if you would consider this, youd probably have to give more powerpoints to not nerf the versatility currently aviable which would lead to new possible configurations bringing in new imbalances.
At least thats something youd have to look on before doin so (eg. atm you kind of have 1 pp in evry aviable spell. even if youd cut those down to the half it would allow to eg. pick the most effective ones and max them out leading to less versatile but maybe more effective configurations)
_Nel_
07-17-2010, 07:29 PM
[...] the other thing that we would like to do also is for every power to start in 0 so people would have to spend points for every spell and there are no cool freebies.
but we think that people will kill us for that too :)
If you give extra points to make up for it, I'm pretty sure people will love you much more. :biggrin:
Klutu
07-17-2010, 07:29 PM
I sorta think it would be neat to have all powers starting at 0 - would make builds alot more Personalized - though i think each class would need a few more skill points :P
Lord_Q
07-17-2010, 07:41 PM
the other thing that we would like to do also is for every power to start in 0 so people would have to spend points for every spell and there are no cool freebies.
but we think that people will kill us for that too :)
Is a very interesting option. I like it :thumb_up:
theotherhiveking
07-17-2010, 07:46 PM
we would love to do this... but we think that people will kill us.
the other thing that we would like to do also is for every power to start in 0 so people would have to spend points for every spell and there are no cool freebies.
but we think that people will kill us for that too :)
mmmm.... you could try to limit the number of skills instead on those trees, while keeping the same point levels/requirements. So if you remove 2 o 3 skills nobody cares about from each tree, you finally get the number of skills of only 3 trees.
Less chance stuff goes out of whack with some weird common-subclass combinations.. but its rather ugly and only sighly helpful.
For something less probable and likely more elegant and better, you can move one of the skill trees to one of the subclasses (tactics -> knights), and then copy it too to the other subclass, but use it to as a mold to evolve from the proven formula to something different while keeping it mostly the same.
It should really only change superficially, call the bunny a smerp, change the order, replace a skill or a pasive, you get the idea. And then you evolve from these to better define the class roles, or put stuff you could not in common trees..
--
So you get the common trees to three.
I think that if you market* it a little, taking in account that in the second way you are actually adding content, there should be almost no murders.
*Doing it 'all at once`, and telling people, like with the noob zone redesign
I like the zero points no use thing too, but remember the murderss :(
HidraA
07-17-2010, 07:46 PM
we would love to do this... but we think that people will kill us.
the other thing that we would like to do also is for every power to start in 0 so people would have to spend points for every spell and there are no cool freebies.
but we think that people will kill us for that too :)
Isnt that hard to solve this.
Anyway all classes chose they sublcass after lvl 10.
Before lvl 1-10 not realy some usefull speels.
So if there are 2 commons tree with speels and after lvl 10, 4 more
tree with speels specific for each class solution is to give more power point to players to aford to build they setup.
And like Kultu say"this will alow to build more personalized setups"....
But this will come with one game more complex to play...and i think is hard after to rebalance new systemm...and this will make NGD to work more...that wy they chosed only nerf what they have...
Hmm and another think:
-Make hunters to uncamo when they are hited in camo or stalker.
-second... wy wee arent able to see stalker or camo alieds?
Another annoying thing that will be good to be solved - preselection. You can be selected when you are out of fort. The moment you are in enemy selection is not loosed and in next trip out you can get instant spell or normal hit.
This is widely used and it is very very annoying. What is the reason to keep selection when you do not see enemy inside fort? I can not count how many times i was ambushed, kicked etc etc etc right after i go outside fort on my conju or warlock...
There are even people who do not hit door but wait and preselect, so defenders are taken one by one down very fast and easy. I'm ok klicking door to trigger GCD counter, but to be even this selection problem have to go. This is solid door and walls after all. Selection must be reseted when player go inside fort.
veluchami
07-17-2010, 08:01 PM
we would love to do this... but we think that people will kill us.
the other thing that we would like to do also is for every power to start in 0 so people would have to spend points for every spell and there are no cool freebies.
but we think that people will kill us for that too :)
This would adversely affect warriors the most , because they are the only ones who use powers at level one. But If you understand that and give more points to warriors, It might be a great idea...
_Enio_
07-17-2010, 08:25 PM
..because they are the only ones who use powers at level one.
wtf? lemme count, i use at least 8 active and 4 passive lvl1 spells regularly. (Edit: on my marksman)
I use a whole lot of level 1 spells on my Conjurer too.
Unless a substantial amount of power points are given back to players, I think that having level 0 spells would severely limit builds and tactics in the same way as nerfing spells so that they are only useful at level 5.
Minorian
07-17-2010, 09:07 PM
Another annoying thing that will be good to be solved - preselection. You can be selected when you are out of fort. The moment you are in enemy selection is not loosed and in next trip out you can get instant spell or normal hit.
This is widely used and it is very very annoying. What is the reason to keep selection when you do not see enemy inside fort? I can not count how many times i was ambushed, kicked etc etc etc right after i go outside fort on my conju or warlock...
There are even people who do not hit door but wait and preselect, so defenders are taken one by one down very fast and easy. I'm ok klicking door to trigger GCD counter, but to be even this selection problem have to go. This is solid door and walls after all. Selection must be reseted when player go inside fort.
Without preselecting, it would be next to impossible to break a door. Locks/barbs would be free to rape everyone and scam easy RPs.
On my knight I just preselect a barb that keeps popping out, when he next comes out, i got him knocked. There should be no opportunities that are risk free.
ov3rcl0ck
07-17-2010, 09:25 PM
Warriors are still shit against archers... =\
Still no mention of Dual Wielding, Dky Sven said it was coming soon, I thought he said it was coming with the server transfer or balance update or something.
Warriors are still shit against archers... =\
Still no mention of Dual Wielding, Dky Sven said it was coming soon, I thought he said it was coming with the server transfer or balance update or something.
I would prefer that that they improved the fundamentals like the positioning code, improved fluidity between a normal strike and a spell cast and armours before they touched the dual wielding. If those fundamentals are not working smoothly then dual wielding will have no impact on gameplay.
Catelyn
07-17-2010, 11:02 PM
I may be the only one who is seing some changes weird.
Crowd control spells not stacking is good. I don't know about immunity though, we will have to check how it works.
The char I play the most now is a lock, and I'm kinda worried about how this is going.
If sultar is a problem in RA with many chains, sure, it's okay to change it.
But you are modifying global cooldown,and arcane devotion. Isn't it too much?
Why don't you take it step by step and see how it works?
Don't make the same mistake as you did with marks , now that class need more power (yes only shooting normal and relying on gear is dull).
And more importantly, I don't know your way of thinking, but really, are the locks the biggest problem to deal with?
I play on Ignis horus, and as we all see it, hunters are a real problem. They can kill easily out of camo, and if they can't, they still can run easily too. Horus is not populated, no big hunt parties, so they have it easy to kill in warzone.
Maybe it's time to avoid further delays and deal with this situation eventhough it will take more effort and time?
DkySven
07-17-2010, 11:15 PM
I never said dual wielding was coming soon. I just said NGD is working on it.
Hi Catelyn,
Chilko wrote this:we are proposing the following:
global cooldown will not be class based but skill based
Right now:
Mages have 1 second
Archers have 1.5 seconds
warriors have 2 seconds
We propose to add 5 levels of global cooldown
very long (3 seconds)
Long (2.5 seconds)
Normal (2 seconds)
short (1.5 second)
very short (1.0 seconds)
Still, warriors skills will be mostly have normal cooldowns and mages will have very short cooldowns. But this will allow us to make assist skills (for every class) with shorter cooldowns and very powerfull CCs with longer global cooldowns.
Both of this scenarios will add an extra layer of team play as assists have a lower penalty and also considering that if a mage launches a big CC he may need another player to deal the damage ASAP.
what do you guys think?
Hopefully this would allay your fears about the GCD for locks and mages in general. The only question that remains would be which spells fit within which GCD bracket. As for the nerf to arcane devotion, I think Chilko mentioned that the calculation changed from casting time to casting speed.
There is an extensive explanation here:
http://www.regnumonline.com.ar/forum/showthread.php?t=62826
My understanding of that new system will mean that we are now working on the law of diminishing returns rather than a straight line method. If I understand it correctly, the more +CS% the less improvement you gain as you go higher. This can only help to extend wars and make tactics ever more important.
I hope I got that right .
Art.
bigjim
07-18-2010, 12:04 AM
And I think that's a good change for locks, but I still think NGD needs to be careful when adressing the Mage class.
I just wish healing spells were instant, and they are way more mana than they used to be last time I played the class. If summons need to be weaker so that conjus are more powerful in fort wars that would be fine with me.
I am just worried that my conju, who is now lvl 33, is a char. that I want to use as support in wars really badly, but with the GCD of 1.5 and the casting speed nerf; I am just worried that they will be unplayable.
I guess we will just have to wait and see. :metal:
HidraA
07-18-2010, 12:49 AM
Warriors are still shit against archers... =\
......
Realy?
And how this?
One example will be welcomed...
Or come with arguments since is general discution about balance.
PS:I play both barbarian and marksman.
Mikan
07-18-2010, 02:58 AM
we would love to do this... but we think that people will kill us.
the other thing that we would like to do also is for every power to start in 0 so people would have to spend points for every spell and there are no cool freebies.
but we think that people will kill us for that too :)
Hey chilko,
In my opinion these changes would be fine if you gave everyone more power points to suite.
Taking into account that many spells have been fixed, added, or nerfed since beta (thus making them useful only at lv4/5 in war), then I'd say players would need a good 75 power points on such a system. I've played the game for three and a half years and to be honest I think that the power system is getting very stale. Simply put, it was designed for a game that was in beta, and to me it seems like it was never meant to be used, patched and worked around for all of this time on an ever changing gameplay foundation.
I think it's time for NGD to try more extreme approaches to balancing and just ignore the nay-sayers. You are going to piss traditional players off anyway, I would rather the flexible and adaptible (and dare I say loyal) players get something good out of it in the end, because they are the kind of players you are going to be stuck with on a long-term basis.
Kind regards.
Mbwana
07-18-2010, 04:49 AM
I love some of these changes (specifically new quest(s?) to get rings/amu from other realms, I'm interested to see how that one will turn out :))
but some of them I'd like to wait and see first before forming an opinion; for instance the one for a teleport in alsius to efe, because it will depend on where the teleport is and where you will end up after using it (I'm repeating what other ppl said :p)
_Nel_
07-18-2010, 05:32 AM
I love some of these changes (specifically new quest(s?) to get rings/amu from other realms, I'm interested to see how that one will turn out :))
but some of them I'd like to wait and see first before forming an opinion; for instance the one for a teleport in alsius to efe, because it will depend on where the teleport is and where you will end up after using it (I'm repeating what other ppl said :p)
And wondering if Syrtis can use this teleport to go faster near Eferias from Alsius warzone to defend our castle. :bruja:
Of course I'm sure Ignis can also use it to go near Shaanarid faster (their castle is not so far from Eferias). :biggrin:
So, Alsius will get nerfed again, they won't get a teleport in enemy warzone to go near their castle. :play_ball:
Minorian
07-18-2010, 10:19 AM
So, Alsius will get nerfed again, they won't get a teleport in enemy warzone to go near their castle. :play_ball:
And we'll start the whine train gain :sifflote:
I still don't understand, in exchange for far castles they get the advantage of being near both the secondary forts which are essentially a guaranteed capture. They use it alot. Ignis has to run ages to alga or trelle, I want a teleport there! wwwwwwaaaaaaaaaahhhhhhhh!!!!!!!!!!
Greyman_tle
07-18-2010, 11:03 AM
we would love to do this... but we think that people will kill us.
the other thing that we would like to do also is for every power to start in 0 so people would have to spend points for every spell and there are no cool freebies.
but we think that people will kill us for that too :)
I think this could be a great idea !, and is deffinatly worth the community discussing possible changes, rather than just saying NOOOOO. :biggrin:
An increase in either discipline and/or power points may be needed, i like the idea of discipline being increased , so maybe at lvl 50 every skill is availiable but with the current amount of power points (not inc the free lvl 1). I use around 5 skills regulary at lvl 1...so coosing them or 1 lvl 5 would add alot to the build choices.
Suggestions (my ideas about balance roadmap):
Fix those issues:
- spell visual effects invisible when casted outside sight
- armours (ie. mages ones as reported)
- mounts (dismount don't always work, fast cast, permanent mount speed)
- camo (should be cancelled by a hit, every time)
Then please handle:
- broken spells (some just don't work, some are unusable, check forums)
- pets/zarkits damages (just divide dmg by 2 vs characters, keep as is vs mobs)
Then change cast speed/attack speed curves (as proposed), and nerf what you want.
Please increase gameplay "fluidity" (speed, dynamics).
UmarilsStillHere
07-18-2010, 01:58 PM
we would love to do this... but we think that people will kill us.
the other thing that we would like to do also is for every power to start in 0 so people would have to spend points for every spell and there are no cool freebies.
but we think that people will kill us for that too :)
But we love our level 1 freebees :p
Anyway, dont nerf level one spells :p But the reduction of shared trees could have its advantages, even if to start with you just set (hunter) short bows and (marksman) shortbows with all the exact same powers think of what you could do with it later, you tweal change a spell in shortbows that overpowerd hunters without damaging marks.
No longer would you have the issue of 'we would like to change this to balance that but it would wreck the other class' I think its at least worth considering :)
I still don't understand, in exchange for far castles they get the advantage of being near both the secondary forts which are essentially a guaranteed capture. They use it alot. Ignis has to run ages to alga or trelle, I want a teleport there! wwwwwwaaaaaaaaaahhhhhhhh!!!!!!!!!!
Castles are far more important than the 'secondary' forts in invasions (you should know all about invasions :p) As Castles are the prime structure you need to hold and if a Alsian dies at Efe/Shaana and cant get rezzed its a very long run back. So being so far from the most important part of setting up an invasion puts Alsius at a pretty significant disadvantage when invading.
Gytha_Ogg
07-18-2010, 02:41 PM
So, Alsius will get nerfed again, they won't get a teleport in enemy warzone to go near their castle. :play_ball:
We already have one! We just walk up to any enemy and say "Hello, I would like to exchange these lovely RPs for a quick trip to my realm gate." Most enemies are quite pleasant in that regard, and eager to oblige. :biggrin:
_Nel_
07-18-2010, 03:28 PM
We already have one! We just walk up to any enemy and say "Hello, I would like to exchange these lovely RPs for a quick trip to my realm gate." Most enemies are quite pleasant in that regard, and eager to oblige. :biggrin:
Yes, but "realm gate respawn" isn't available if you don't hold your own castle. :(
Putting all castles close to the center of the map or mirroring Syrtis warzone are still the best and fairest solutions, but unfortunatly they need much more work.
lord_dvl
07-18-2010, 04:21 PM
Why don't you limit the top % of VI, and not reduce Arcane Devotion?.
Actually not all the player in regnum has or commerce with gems.......
Gytha_Ogg
07-18-2010, 04:49 PM
Yes, but "realm gate respawn" isn't available if you don't hold your own castle. :(
Yeah, or when I forget I got chomped by a mob, so I smugly 'allow' myself to get killed by somebody, then get the
No gate for you!
[Res at agg save, noob!]
popup. :fury:
Putting all castles close to the center of the map or mirroring Syrtis warzone are still the best and fairest solutions, but unfortunatly they need much more work.
+1 on that.
hello everyone,
We have been working on some balance aspects. Here is a list of stuff that may or may not be in Amun yet but is part of what we are planning for the following updates.
Please try to be as constructive as possible.
Network code / positioning system
New network code should provides a smoother experience and adds a lag compensation technique to minimize phantom swings, although you will experience hits from opponents being far away from you this is not because of an extra range (range has actually been reduced a little) but the result of the lag compensation. (THIS IS ON AMUN NOW)
good
Map
Move the Trelleborg Save and fix the mountain to Algaros so both forts are not so easy Accesible // good
Move the Wall 2 Castle teleport in alsius so it is not so easy for the enemy to go to the Castle after taking Trelleborg. // good
New teleport in Alsius to travel faster to Syrtis Castle Area
// good
Equipment:
RVR quest added to get Amulets and Rings that are only available in the opponent realm. // good
Tunics will offer more protection // good
A bug will be corrected in the armor/tunic protection system that is hindering the performance of certain armors against some damage types // good
Armor performance increase in general for all classes. // good
Combat System:
Crowd controls of the same type will no longer be able to be stacked to minimize frustration of being rooted for long periods of time. // sometimes good, sometimes bad
A short immunity to crowd control of the same type will be added after the effect to provide some chance of counter action. // bad
Global cooldown on mages will be augmented from 1 second to 1.5 seconds. // bad
A feature will be removed that generated more evasions as the range of the attack was bigger // good
PVE:
Fix in the evasion/resistance system for normal and challenging creatures // good
Powers:
Arcane Devotion nerf // bad
Sultar’s Terror Splash Damage Nerf // bad
Stuff that we will look into in the near future:
Pets
Summons
Confuse
Camouflage
And many more
At least thats MY opinion.
OpperVaagheid
07-19-2010, 01:13 PM
hello everyone,
Global cooldown on mages will be augmented from 1 second to 1.5 seconds.
Meh.... All others... :beerchug:
doppelapfel
07-21-2010, 01:43 AM
I like all changes.
RVR quest added to get Amulets and Rings that are only available in the opponent realm.
Where can i find that quest?
chilko
07-21-2010, 03:15 PM
We have implemented this two features
# Crowd controls of the same type will no longer be able to be stacked to minimize frustration of being rooted for long periods of time.
# A short immunity to crowd control of the same type will be added after the effect to provide some chance of counter action.
and found that because of lack of feedback it's frustrating for the attacker.
It's even difficult to explain / understand.
Maybe we are doing a had oc feature when the problem is conceptual in nature.
We believe that it's just terribly unfair and unbalanced the fact that a ranged Class can have ranged area CC's with 100% chance of success.
this is the single decision that makes something like terror so powerful and keeps so many people on the flloor making battles so short and not fun.
What do you guys think?
theotherhiveking
07-21-2010, 03:25 PM
We have implemented this two features
# Crowd controls of the same type will no longer be able to be stacked to minimize frustration of being rooted for long periods of time.
# A short immunity to crowd control of the same type will be added after the effect to provide some chance of counter action.
and found that because of lack of feedback it's frustrating for the attacker.
It's even difficult to explain / understand.
Maybe we are doing a had oc feature when the problem is conceptual in nature.
We believe that it's just terribly unfair and unbalanced the fact that a ranged Class can have ranged area CC's with 100% chance of success.
this is the single decision that makes something like terror so powerful and keeps so many people on the flloor making battles so short and not fun.
What do you guys think?
Im afraid i dont understand what are you asking.
I understood that you implemented that, but it was frustrating for the attacker and then you discovered that maybe the problem was only in terror?
Well. This is what i think.
Inmunity should only be granted to cc that disable you completely: Knockdowns and dizzies (for mages).
People under a cc should have an small icon over their head.
Malevolence
07-21-2010, 03:26 PM
As a barb its a double edge sword +1
Hi Chilko,
Thank you for being open with this with the community. Opinions on this will always be split. I propose the following:
- Immunity to same CC effects will only happen if the effect was removed via Dispell/Mass Dispell. Make this immunity last longer than the immunity described on the next point.
- Immunity to same CC effects will only occur if the next CC effect cast is from the same spell. For example, you will be immune to the CC effect of Sultar after you get up from another Sultar. Of course, remove the stalk effect please.
In my opinion this is the fair solution, and promotes better RcR teamplay.
linearguild
07-21-2010, 03:31 PM
I think the smallest change that could possibly work is to stop repeated casting of Terror from resetting the knockdown timer. Right now, if you take Terror after Terror you will stand up 8 seconds after the last one in the chain. With a simple change you can take Terror after Terror and stand up 8 seconds after the first one in the chain. You still take the damage but at least the enemy can't keep you on the floor until you die helplessly.
Maybe that is enough, especially considering other changes. There's the new cast speed calculation that gives marksmen better chance to disrupt Terror casting, and higher armor for all combined with knight auras return to usefulness that will mitigate the physical damage. It's getting hard to tell what the final balance will be like with so many parts moving.
Nhuzgul
07-21-2010, 04:35 PM
I'm, in general, pleased with the mass majority of the changes. However, I'm not so sure about the quest that allows each realm to get the others realm specific gear (i.e. Ring of Lightning from Ignis). I feel this will help diminish the realms individuality.
What follows is based on what I've heard and read since I have no experience in any realm other than Ignis:
I know a lot of times people complain that the Ring of Lightning is over powered and the "best" ring in the game. This may be true, but, from what I under stand, Sytris has the best amulet in the game. For that matter, I understand the the amulet from Alsius isn't too bad either. And both are better than Ingis' amulet.
So my question is, how is that not balanced?
As for weapons, I don't know if any of the realm specific weapons are significantly more powerful than the others. I hear that the Sytris realms specific weapons are OP, but I haven't seen the stats.
Just my 2 cents.
P.S. If I'm mistaken please post the stats of your realms amulets and rings so that I can actually see the stats for myself instead of relying on hear say. I've searched the forums and can't seem to find them for myself.
doppelapfel
07-21-2010, 04:49 PM
Devotion on Lvl 1-4 seems to have the old 10-40%, should be doubled too.
Please change back the mage armor points. My Marks does less than half the dmg he did before on mages, i noticed the same in a duel with my lock against a marks. Armor points were fine before, conjus could use ss, karma mirror and so on and locks had to depend on their ccs. Now we can play tanks against archers, this is stupid.
Edit: Had a duel against lock against marks some minutes ago. After he sucked my mana and ra went out i did him around 40 dmg with my fast bow, his medium staff did 80-100 so probably he would have been able to kill me without using spells.
Recoil
07-21-2010, 04:58 PM
We have implemented this two features
# Crowd controls of the same type will no longer be able to be stacked to minimize frustration of being rooted for long periods of time.
# A short immunity to crowd control of the same type will be added after the effect to provide some chance of counter action.
and found that because of lack of feedback it's frustrating for the attacker.
It's even difficult to explain / understand.
Maybe we are doing a had oc feature when the problem is conceptual in nature.
We believe that it's just terribly unfair and unbalanced the fact that a ranged Class can have ranged area CC's with 100% chance of success.
this is the single decision that makes something like terror so powerful and keeps so many people on the flloor making battles so short and not fun.
What do you guys think?
Well you have came up with a solution yourself.
If you want to nerf a Sultar's Terror, make it a chance knockdown, not 100% knockdown. Area and damge stays the same but knockdown is 30% only.
TheMessenger
07-21-2010, 05:00 PM
Devotion on Lvl 1-4 seems to have the old 10-40%, should be doubled too.
Please change back the mage armor points. My Marks does less than half the dmg he did before on mages, i noticed the same in a duel with my lock against a marks. Armor points were fine before, conjus could use ss, karma mirror and so on and locks had to depend on their ccs. Now we can play tanks against archers, this is stupid.
Edit: Had a duel against lock against marks some minutes ago. After he sucked my mana and ra went out i did him around 40 dmg with my fast bow, his medium staff did 80-100 so probably he would have been able to kill me without using spells.
Yea if you are gonna buff up mages please bring back old Dex so that I can actually kill something.
I mean now all a conj has to do is cast protection lvl 3 and a lock only has to cast wind wall lvl 3 and Ill never be able to kill them
doppelapfel
07-21-2010, 05:04 PM
It isnt as bad as i thought, i noticed that i lost my mana 3 times before by sadistic servants while ra were on. Now i do around 200 dmg on mages instead of 250-280 i do on niflheim.
We have implemented this two features
# Crowd controls of the same type will no longer be able to be stacked to minimize frustration of being rooted for long periods of time.
# A short immunity to crowd control of the same type will be added after the effect to provide some chance of counter action.
and found that because of lack of feedback it's frustrating for the attacker.
It's even difficult to explain / understand.
Maybe we are doing a had oc feature when the problem is conceptual in nature.
We believe that it's just terribly unfair and unbalanced the fact that a ranged Class can have ranged area CC's with 100% chance of success.
this is the single decision that makes something like terror so powerful and keeps so many people on the flloor making battles so short and not fun.
What do you guys think?
Why not introduce a CC resistance, same for all, of 10%, that increase by 30% on each CC for 15 seconds (exact numbers to be defined).
This resistance protects against Dizzy, Knock down, Cannot Attack, Stun, Immobilize, Freeze effects of spells but not against other effects (like damages).
CCR = Crowd Control Resistance
Example:
CCR = 10%
Sultar's Terror: 90% chance to be knocked down, now CCR = 10 + 30 = 40%
Sultar's Terror: 60% chance to be knocked down, now CCR = 40 + 30 = 70%
Ambush: 30% chance to be knocked down, now CCR = 70 + 30 = 100%
Typhoon: 0% chance to be knocked down, now CCR = 100%
nothing for 15s
back to CCR = 10%
Gytha_Ogg
07-21-2010, 05:19 PM
I'm, in general, pleased with the mass majority of the changes. However, I'm not so sure about the quest that allows each realm to get the others realm specific gear (i.e. Ring of Lightning from Ignis). I feel this will help diminish the realms individuality.
What follows is based on what I've heard and read since I have no experience in any realm other than Ignis:
I know a lot of times people complain that the Ring of Lightning is over powered and the "best" ring in the game. This may be true, but, from what I under stand, Sytris has the best amulet in the game. For that matter, I understand the the amulet from Alsius isn't too bad either. And both are better than Ingis' amulet.
So my question is, how is that not balanced?
As for weapons, I don't know if any of the realm specific weapons are significantly more powerful than the others. I hear that the Sytris realms specific weapons are OP, but I haven't seen the stats.
Just my 2 cents.
P.S. If I'm mistaken please post the stats of your realms amulets and rings so that I can actually see the stats for myself instead of relying on hear say. I've searched the forums and can't seem to find them for myself.
The tables on wikia are pretty good for the rings and amulets:
http://regnum.wikia.com/wiki/Rings
http://regnum.wikia.com/wiki/Amulets
For rings, Ignis has Rol with +5% attack speed, so two = 10%
Syrtis has Deadly Sight, 15-25 damage, two = 30-50 extra damage per hit (average 40)
Alsius has Blacksmith, 9-15 damage, two = 18-30 (average 24)
If your (Ignis) weapon averages more than 400 damage, two RoLs are better than two Syrtis rings; if it averages less than 400, they Syrtis rings are better.
Compared to Alsius rings, if your weapon does > 240 damage, you're better off with two RoL than two RoBs.
Amulets: Both Syrtis and Alsius have the Royal Amulet (100 HP, 45 Mana).
Both Ignis and Alsius have the Emanation amulet, (100 Mana).
(Does Alsius really have Emanation? I don't remember that one, and I'd probably use it over the Royal.)
Recoil
07-21-2010, 05:26 PM
(Does Alsius really have Emanation? I don't remember that one, and I'd probably use it over the Royal.)
Yes we do.
chilko
07-21-2010, 06:00 PM
Well you have came up with a solution yourself.
If you want to nerf a Sultar's Terror, make it a chance knockdown, not 100% knockdown. Area and damge stays the same but knockdown is 30% only.
yes, this is what we are saying to do (not as low as 30%)
Evangeline
07-21-2010, 06:05 PM
yes, this is what we are saying to do (not as low as 30%)
why not^^ :beerchug:
Gytha_Ogg
07-21-2010, 06:19 PM
Yes we do.
Cool, so Alsius has some pretty good amulets. I just gotta grow another neck! :drinks:
linearguild
07-21-2010, 06:23 PM
I think percent chance would wreck too much the warlock signature spell. Sure, the current version is too powerful right now, but there are many deterministic ways to balance it that don't put more powers at the mercy of random numbers. Examples: give it fixed range, reduce splash damage, stop it from resetting the knockdown timer.... We already have a chance system called "evades and resists" and it's frustrating to have such things depend on random factors we can't control.
doppelapfel
07-21-2010, 06:24 PM
The tables on wikia are pretty good for the rings and amulets:
http://regnum.wikia.com/wiki/Rings
http://regnum.wikia.com/wiki/Amulets
For rings, Ignis has Rol with +5% attack speed, so two = 10%
Syrtis has Deadly Sight, 15-25 damage, two = 30-50 extra damage per hit (average 40)
Alsius has Blacksmith, 9-15 damage, two = 18-30 (average 24)
If your (Ignis) weapon averages more than 400 damage, two RoLs are better than two Syrtis rings; if it averages less than 400, they Syrtis rings are better.
Compared to Alsius rings, if your weapon does > 240 damage, you're better off with two RoL than two RoBs.
Amulets: Both Syrtis and Alsius have the Royal Amulet (100 HP, 45 Mana).
Both Ignis and Alsius have the Emanation amulet, (100 Mana).
(Does Alsius really have Emanation? I don't remember that one, and I'd probably use it over the Royal.)
RoL has a dmg bonus too afaik.
Mikan
07-21-2010, 06:55 PM
Please change back the mage armor points. My Marks does less than half the dmg he did before on mages, i noticed the same in a duel with my lock against a marks. Armor points were fine before, conjus could use ss, karma mirror and so on and locks had to depend on their ccs. Now we can play tanks against archers, this is stupid.
Edit: Had a duel against lock against marks some minutes ago. After he sucked my mana and ra went out i did him around 40 dmg with my fast bow, his medium staff did 80-100 so probably he would have been able to kill me without using spells.
Sorry, but 600 armor and 25% ranged damage resistance does not equal 700 armor, 30% resistance to all damage, 35% resistance to ranged damage and 55% protection plus speed and SOTW. While the Conjuror comes closer than the Warlock due to Force armor, it is still nowhere near the same, and if you think it is, you are playing the wrong game.
That's not even mentioning the fact that the new Arcane devotion will be similar to, but not equal to the old one, and that Warlocks with cast items are heavily nerfed, so in my opinion archers and warriors will now have plenty of chances against mages again, so levelling the playing field with a protection boost is only natural.
If you don't want offensive mages with 71% cast speed, then you get defensive mages. And I'm fine with that.
@Chilko and NGD
All changes look good and properly implemented! Keep it up! :thumb_up:
Kind regards.
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