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chilko
08-26-2010, 09:04 PM
hello everyone here goes:

Re-designed Summon tree

We always wanted summons to be different than just pets. At last we had the time to tackle this issue.

There are three premises behind this new concept


Summons should be cast during combat to change the tide of battle (not as a pet)
Summons should be different
All summons are usable at level 50.


I’m not going to take the time to explain all changes because they are not final but take a look if you want.
Damage, graphics, cooldowns, mana, etc have NOT BEEN ADJUSTED YET.

Spells:


Beast Wrath: reduced damage bonus to 5% to 25% from level 1 to 5.
Army of One: Maná reduced to 220-300 from level 1 to 5. Cooldown reduced to 50 seconds.
Unstoppable Madness: Duration reduced to 10 seconds in all levels. New resistance added: cannot attack.
Resistance levels adjusted to 40% to 90% from level 1 to 5. Maná reduced to 220-300. Cooldown reduced to 40 seconds.
Please don’t say that this is not good enough to cover the distance, Barbarians can run around 50 mts in 10 seconds (and that is without spring)
Denfensive and Ofensive Stance: Mana cost removed completely. Cooldown reduced to 10 seconds. Global Cooldown changed to very short.
(We are analyzing if we make the duration of this skills infinite.)
Winter Stroke: increased range to 35m.
Intimidate: casting time removed. Range is mow 12m.

BUG FIX: Now Rigorous preparation affects Miss Chance as it should.
BUG FIX: Damage reduction of hard creatures is working as intended now.
BUG FIX: Now Characters cannot Evade, Block or Resist when knocked down or stunned.
BUG FIX: Pets damage is now adjusted according to the owner’s level (for example a level 5 Zarkit from a level 37 Conjurer was doing damage as if the conjurer was level 50)
POSSIBLE BUG FIX: A couple of bugs fixes on the network code (thanks Enio for the video. please test again to see if we nailed these ones)


Today (friday the 27th) we added the following changes:

Summons: new zombies, new Golems and some damage have been adjusted (still preliminary)
Foresight: ranged increased to 10 to 20% from level 1 to 5
Parabolic shot: duration increased to 15-30 seconds. Range reduced 20 to 25%. (more range to marksmen less range to hunter)
BUG FIX: new network code fix for knockdowns (PLEASE TEST)
BUG FIX: attacking summons cannot be cast on another summon
BUG FIX: a bug was fixed that dispelled your pet when riding a horse

Sem10n
08-26-2010, 09:05 PM
Mmm.... Let's see :D

PT_DaAr_PT
08-26-2010, 09:11 PM
Yes YES YES to everything, specially this: BUG FIX: Pets damage is now adjusted according to the owner’s level (for example a level 5 Zarkit from a level 37 Conjurer was doing damage as if the conjurer was level 50)

:metal:

Gawyn_Trakkand
08-26-2010, 09:11 PM
Army of One: Maná reduced to 220-300 from level 1 to 5. Cooldown reduced to 50 seconds.

Unstoppable Madness: Duration reduced to 10 seconds in all levels. New resistance added: cannot attack.
Resistance levels adjusted to 40% to 90% from level 1 to 5. Maná reduced to 220-300. Cooldown reduced to 40 seconds.
Please don’t say that this is not good enough to cover the distance, Barbarians can run around 50 mts in 10 seconds (and that is without spring)

Denfensive and Ofensive Stance: Mana cost removed completely. Cooldown reduced to 10 seconds. Global Cooldown changed to very short.
(We are analyzing if we make the duration of this skills infinite.)

Intimidate: casting time removed. Range is mow 12m.

BUG FIX: Now Characters cannot Evade, Block or Resist when knocked down or stunned.

FUCK YEAH!!!

<3 all changes above nicely done chilko + the balance team

dunklermagier
08-26-2010, 09:16 PM
The changes sound real good to me :D
The UM change is ok, too (and I have to mention that my main character is a warlock!!!)

Some questions:

Are the durations of summons going to be changed?
Will the summons be redesigned?
Is it gonna be a complete change in the summon system?

It also would be nice to have some options when you are lvl50 as a conjurer (besides the Zarkit I mean...)

But sound real great to me :D nice work :drinks:

Immune
08-26-2010, 09:16 PM
Can't wait to see how the summons turn out. Have to say the list looks pretty awesome at every point.

_Enio_
08-26-2010, 09:18 PM
Woot finally! Thanks for that push to Amun :D




BUG FIX: Now Characters cannot Evade, Block or Resist when knocked down or stunned.




Will resistance and evade boosting Spells cease to have effect while being knocked?

I especially think about Escapist here, it will be very easy to counter just with a knock to get the full damage in and not just spells. If yes, it would basically make Escapist only useful in combination with SoW (to not get knocked) or when your out of range of knocking spells.

If yes, how about changing it so that the unbuffed resistances get substracted when being knocked (zero resistance when knocked unbuffed) instead of just set to zero? This would allow resistance&evade boosting active spells/passives to have still effect when being knocked, even if itll be weaker since the base resistances are substracted.

Gabburtjuh
08-26-2010, 09:26 PM
just a question, i know ppl think i whine to much, but are there going to be positive tweaks for hunters, because i only keep seeying nerfs or other spells, and i have to say, for me, and prolly alot of the not "hardcore" or "overgeared" hunters, after the update, hunter will complete lose it function, besides trowing the occasinal debuff or trick in.

Edenner
08-26-2010, 09:33 PM
nice! i like the changes.

NotScias
08-26-2010, 09:41 PM
All these changes look great, except for this :

BUG FIX: Now Characters cannot Evade, Block or Resist when knocked down or stunned.

This would have been OK if only the knocks couldn't chain/stack but THEY DO !
So what will have a barb to do to be sure 100% to kill someone ? Feint. If the target is still alive when feint duration is about to finish: Kick. Game over since the target won't ever have a chance to evade/resist.
No mention to the sultar chains. Actually you have a chance to resist a couple of sultars in a 4-6 chain, but with this new system, there will no longer be a chance. The targets who got hit by one Sultar will be knocked down again for sure, and will end that no one will resist it at final.
Another example : Ambush + Confuse. Now Confuse will have 100% chance to land, and it's sad knowing how crippling it is...

Sure it was annoying, but knock chains/stack are more. This new system will only bring more issues in my opinion and remove the suspense of the fights (it will be the 1st who knocks wins...).
So either remove knock stacks/chains, and/or reduce ALL knockdown spells duration, or bring back the old system that was not-so-bad afterall.

With this new fast gameplay (for warriors at least), knock spells are an overkill. You made it even worse now by removing resists/evades under knock.

Malevolence
08-26-2010, 09:50 PM
I really don't like how barb is setup now period. I hope this is not gonna be what you will go live with. I'm sorry if I don't share your Ideas on how a barb should be made. I would take the time to explain why but at this point I am just starting not to care anymore.

_Enio_
08-26-2010, 09:50 PM
Another thing about UM came to my mind.

Current:
lvl1 - more than evry 2nd spell goes through
lvl2 - every 2nd spell goes through
lvl3 - every 3rd spell goes through
lvl4 - evry 4rth spell goes through
lvl5 - evry 10th spell goes through

Since it is now not a more situational version i think it should be changed to be 90% resistances on all lvls but make it 6,7,8,9,10s seconds ( or 5,6,7,8,10 for that last level boost).

Why i think that would make more sense:
The reliability of it blocking should be given on evry level considering the changed dynamics on it.

It is more likethe very situational SoW or Escapist, which both have the right approach there - give a reliable effect for a short amount of time, if they were not kind of reliable the cost vs. effect ratio wasnt given.

In short:
Low level UM at the moment is barely interesting, i feel forced to get it to level 5 to have some reliable performance on it.
I might go with a shorter duration though for some cases, but the effect should be reliable to some degree.

Minorian
08-26-2010, 09:55 PM
Just tried it and I LOVE the new summons, but 500 mana for 5 weak imps for 10 secs with a (60 was it?) cd is too much. Same with zombies, they cost too much.

My only worry with the changes in place are, until lvl 37 is reached to be able to have a continuous summon (golem) lvling a conj is going to be terribly slow.

bigjim
08-26-2010, 09:56 PM
I think it's ok if you evade/resist/no blocks under knocks as long as the durations of the spells are shortened to maybe 6 seconds level 5. **OR** if they made it to where knocks didn't stack it would be better IMO. I think you should have to time it like you used to. I think just chaining knocks takes no skill, and honestly it's not as fun that way.

Also, how are all summons going to be used at 50? I am very interested in what's new with the summon tree; even though I doubt I will be using any of them. :wiggle14:

chilko
08-26-2010, 10:01 PM
All these changes look great, except for this :



This would have been OK if only the knocks couldn't chain/stack but THEY DO !
So what will have a barb to do to be sure 100% to kill someone ? Feint. If the target is still alive when feint duration is about to finish: Kick. Game over since the target won't ever have a chance to evade/resist.
No mention to the sultar chains. Actually you have a chance to resist a couple of sultars in a 4-6 chain, but with this new system, there will no longer be a chance. The targets who got hit by one Sultar will be knocked down again for sure, and will end that no one will resist it at final.
Another example : Ambush + Confuse. Now Confuse will have 100% chance to land, and it's sad knowing how crippling it is...

Sure it was annoying, but knock chains/stack are more. This new system will only bring more issues in my opinion and remove the suspense of the fights (it will be the 1st who knocks wins...).
So either remove knock stacks/chains, and/or reduce ALL knockdown spells duration, or bring back the old system that was not-so-bad afterall.

With this new fast gameplay (for warriors at least), knock spells are an overkill. You made it even worse now by removing resists/evades under knock.

mmm... maybe a character should still resist a spell under knockdowns... we'll see.

chilko
08-26-2010, 10:05 PM
Just tried it and I LOVE the new summons, but 500 mana for 5 weak imps for 10 secs with a (60 was it?) cd is too much. Same with zombies, they cost too much.


please read again my post, specially the part in RED :)
we have not adjusted anything.


My only worry with the changes in place are, until lvl 37 is reached to be able to have a continuous summon (golem) lvling a conj is going to be terribly slow.

As it should.

theotherhiveking
08-26-2010, 10:06 PM
So, i tried grinding a lvl 23 knight.

Each mob takes ages, with defensive stance it gets ridiculous, taunt is waaaaaaay to needed to level, doesnt help it gets resisted 60% of the time.

Changelling mobs are out of question, hitting them for 8 with medium spear, 20 with taunt, they hit me for 50.

The 'leveling' zones in regnum are horrible, its not clear where you are supposed to grind at almost any level. Mix that and knights and stuff goes out of hand.
Note im talking about mobs taking minutes to kill...

Moorhuhn21
08-26-2010, 10:09 PM
From the logical (if there`s something like this ingame^^) point it is understandable that you cannot move to evade or hold the shield up to block, but as you said resists should be possible.

With this change you make all knockdown spells very very strong, so I think they need to be adjustet... more manacost or less duration or something... A hunter with ambush has 100%chance to cast confusion or everything he wants to and a strong pet with a 100% hitchance.... horrible I think..

Creror
08-26-2010, 10:11 PM
mmm... maybe a character should still resist a spell under knockdowns... we'll see.
From the logical (if there`s something like this ingame^^) point it is understandable that you cannot move to evade or hold the shield up to block, but as you said resists should be possible.

Well, in fact when you're knocked down in real life, you can still evade and block attacks - just a little bit harder as if you stand on your two feets.

Althought I'm happy in the first place, that enemies can't evade/etc. my attacks anymore
(can't count them anymore ... I would be the richest man alive if I would get 1 Dollar for each attack a knocked down enemy resisted/evaded/blocked),
in my opinion it would be better if you just remove resist when you're knocked down and/or reduce the chance of blocking/evading when you're knocked down.

But all in all I'm sure that the changes, that where listened in this stage, will bring Regnum a little bit closer to be a tactical RvR game.

bigjim
08-26-2010, 10:12 PM
The only problem is there is already a lack of support conjurers in the War Zone. I just hope this doesn't discourage new players, but it is pretty easy to get a char to lvl 37....

ieti
08-26-2010, 10:14 PM
Can we have some support summons - like mana or hp ones? Or if not support summons then something like ward that is placed on land and regens hp or mana in some area. This will help conjus for sure. Wards can be destroyable and can have not so big duration.

Multiple summons are cute :D

chilko
08-26-2010, 10:15 PM
The only problem is there is already a lack of support conjurers in the War Zone. I just hope this doesn't discourage new players, but it is pretty easy to get a char to lvl 37....

as you saw, in both servers Conjurer is the class with more population (because of the easy leveling scheme)
If they don't play support it has to do with the fun factor and the broken reward system. We will fix that too after this update.

Minorian
08-26-2010, 10:16 PM
As it should.

thats what I really wanted to know, if it was purposed.

ayexeyen_
08-26-2010, 10:18 PM
hello everyone here goes:

Unstoppable Madness: Duration reduced to 10 seconds in all levels. New resistance added: cannot attack.
Resistance levels adjusted to 40% to 90% from level 1 to 5. Maná reduced to 220-300. Cooldown reduced to 40 seconds.
Please don’t say that this is not good enough to cover the distance, Barbarians can run around 50 mts in 10 seconds (and that is without spring)



Just a bit of logic. The previous madness was doing a good job to cover the distances, the problem was the extreme mana cost and the problem of "cannot attack".

So: this new madness it is not an improvement to "cover distances" because the previous was doing the same job and it lasted longer.

Of course the resistance to "cannot attack" and the lower mana cost help a lot but TEN SECONDS is ridiculous. Fifteen seconds is already more reasonable.

With these new spells like fulminating and this new UM the barb will spend his time buffing without do anything...

I also think that a resistance of 40% at the first level is too low. Make it begin from 60% would be better.

The new resistance could make you think that this is an improvement but after a while I see another NERF for the barb. I am not happy...

bigjim
08-26-2010, 10:19 PM
as you saw, in both servers Conjurer is the class with more population (because of the easy leveling scheme)
If they don't play support it has to do with the fun factor and the broken reward system. We will fix that too after this update.

Well, if you are going to fix the xp gained for support, and make full suport conjuring(which I play) in the WZ; then I have no problem with this change.

A lot of us remember when the reward system was too generous to conjurers though. :beerchug:

fritsz
08-26-2010, 10:44 PM
As it should.

I cant agree with this, why do you want to make lvling conju as horrible as other classes?
No one likes grinding (at least most of the people dont) and it kills much fun in my opinion.

I didnt try it, but did you give more xp to support conjus?
When you didnt i fear there wont be new conjus because of the horrible grinding with only mental and IF there is someone you can support you still get nearly 0 xp.

Minorian
08-26-2010, 10:51 PM
I cant agree with this, why do you want to make lvling conju as horrible as other classes?
No one likes grinding (at least most of the people dont) and it kills much fun in my opinion.

I didnt try it, but did you give more xp to support conjus?
When you didnt i fear there wont be new conjus because of the horrible grinding with only mental and IF there is someone you can support you still get nearly 0 xp.

On the first part, they already talked about how they want to have mages be the slowest grind class, with higher war rewards.

And 2nd, I doubt they would do it without mention, as im sure they know alot of people will praise them for it ^^

AntibioTsu
08-26-2010, 10:53 PM
as you saw, in both servers Conjurer is the class with more population (because of the easy leveling scheme)


chilko, please take note of when those conjurers are online.

I speak for Syrtis/Horus that there's more than 15 conjurers camping bosses like Vesper and Evendim and only log in once in 2 days or 4 days (whatever the spawn time is) to kill it... some I've never seen at war.

I know Conju's grinding speed is too fast, but please dont mistake bosswhores with real supporting conjurers.

Ulti19
08-26-2010, 10:54 PM
Just read the changes and the no resist, evade, block when knocked almost made me cry out of joy :D I think that is such a cool idea!! btw I mentioned implementing this in last thread soon before it closed xD Now less chance will be involved and this I like greatly, even if it means sometimes getting pwnd by a barbarian who has knocked me. Now when i knock someone I know my dlimb will land on them or any debuff for that matter, it makes me really happy. And in wars if you get knocked now, knights can help you out with the new spell, and since we fall the least due to steadiness and other things we now get a new major role: dispel knocked conj's xD If a sulter hits and everyone falls, conj can mass dispel, if he fell, knight can dispel conj to mass dispel everyone else ^^ I love this change!

Altara
08-26-2010, 11:13 PM
I dont know if this is intended.
But you can summon multiple things at once.
Like the golem and imps, or a demon and zombies.
still though the new system is really cool.

Froste
08-26-2010, 11:20 PM
We always wanted summons to be different than just pets. At last we had the time to tackle this issue.


If you deselect your target while summoning imps and zombies they aren't summoned at all, and you get a message for each of the amount of imps/zombies that you need a target (so imps level 4, you get 4 simultaneous "no target" messages).

Demons and Liches can be summoned even if you deselect the target.

Golem is summoned even if you have no target selected, and gives you the pet control interface.

Is it supposed to be this way? Seems a bit inconsistent to me.

chilko
08-26-2010, 11:20 PM
I dont know if this is intended.
But you can summon multiple things at once.
Like the golem and imps, or a demon and zombies.
still though the new system is really cool.

this is intended...

you can only have 1 controllable summon at a time... but you can throw attacking summons (imps and zombies) to your enemies at the same time

brammie2118
08-26-2010, 11:22 PM
I dont know if this is intended.
But you can summon multiple things at once.
Like the golem and imps, or a demon and zombies.
still though the new system is really cool.
Casting demon/lich and golem will cancel out the other. But Imps and Zombies go with another one.
Golem gets the pet bar below, attack/defend/stay/follow/leave.
Imps and Zombies need a target to cast.
Lich and Demon don't need a target, but also don't have a pet bar.


btw, 5 zombies + 5 imps :dance:

chilko
08-26-2010, 11:24 PM
If you deselect your target while summoning imps and zombies they aren't summoned at all, and you get a message for each of the amount of imps/zombies that you need a target (so imps level 4, you get 4 simultaneous "no target" messages).

Demons and Liches can be summoned even if you deselect the target.

Golem is summoned even if you have no target selected, and gives you the pet control interface.

Is it supposed to be this way? Seems a bit inconsistent to me.

this is all intended, we still need to iron out some bugs but the idea is that you now have one summon that works like a pet, summons that assist you and summons that just attack one targtet.

It looks inconsistent because you are used to the previous design but it's quite normal in other games to have a setup like this...

We hope to find a design where a conjurer can play as a summoner with a lot of his summon skills to level 5.

we couldn't do this before because of the level 1 freebies (now that that's gone, we can :)).

brammie2118
08-26-2010, 11:31 PM
I would like to see how this turns out in a fort war... 30 zombies+imps running after targets :D

btw, When you select a target that is too far away. The zombies are cast, but they stay with you; They run a few meters first. but come back and stay with you. If you run to the target; they follow you. But when you are in range, they stay with you. If you select a new target, near you, they don't go after you.

And when half of the group (5 zombies) are in range, only those will attack. the others will walk some meters and return; but you can't assign them a new target.

Vanziv
08-26-2010, 11:36 PM
Knock is now one of (if not the most) powerful CC type. And it's also available at low levels and easily spammable..

Fun. :p

Gawyn_Trakkand
08-26-2010, 11:37 PM
only problem is awaiting the armour revamp on amun as it is impossible to give feedback on defensive offensive spells depending because as far as we know the results we get are completely wrong.

Ulti19
08-26-2010, 11:49 PM
I think that the way defensive stance is now makes knight playability amazingly fun. At no hit to our mana we are able to tank range without a problem and when everyone decides to charge it is easily deactivated. A knight can finally have huge defense passively in a way. But not in a bad way because with this defense comes a 90% drop in attack power which balances it out. Basically you just made a tank capable of tanking for huge periods of time while being able to cast support auras and other new amazing spells like protect ally, thank you. I think, for me at least, you made knight the funnest by far with this new stage:)

Also I love stalker surroundings now. Game will be completely changed by this spell as hunters will have the most important role in fort fights lol. When outnumbered or just getting ready to fight, a hunt can camo 4 barbs which can move and area the other team and let eveyone else rush(and ofc knights can drastically reduce that barb damage with crazy auras making that balance out). Sultar won't be the only deciding factor now and stealth combat and quick counters will be huge, awesome. I was against some of the changes like shield wall before but I prefer them now after seeing the rest. Can't wait for this to go live.

Topogigio_BR
08-26-2010, 11:57 PM
All these changes look great, except for this :



This would have been OK if only the knocks couldn't chain/stack but THEY DO !
So what will have a barb to do to be sure 100% to kill someone ? Feint. If the target is still alive when feint duration is about to finish: Kick. Game over since the target won't ever have a chance to evade/resist.
No mention to the sultar chains. Actually you have a chance to resist a couple of sultars in a 4-6 chain, but with this new system, there will no longer be a chance. The targets who got hit by one Sultar will be knocked down again for sure, and will end that no one will resist it at final.
Another example : Ambush + Confuse. Now Confuse will have 100% chance to land, and it's sad knowing how crippling it is...

Sure it was annoying, but knock chains/stack are more. This new system will only bring more issues in my opinion and remove the suspense of the fights (it will be the 1st who knocks wins...).
So either remove knock stacks/chains, and/or reduce ALL knockdown spells duration, or bring back the old system that was not-so-bad afterall.

With this new fast gameplay (for warriors at least), knock spells are an overkill. You made it even worse now by removing resists/evades under knock.

Agree with you Shining-Scias plus it makes meaningless you have high hit chance, much better have high knock downs.

Ulti19
08-27-2010, 12:06 AM
Agree with you Shining-Scias plus it makes meaningless you have high hit chance, much better have high knock downs.

I disagree completely. Resist, evade, block they are all chance/luck factors that ruin gameplay I think. And not only warriors can knock, so can all other classes. Isn't it awesome now, when you as a mage or archer knock an opponent you know that your next meteor, vamp or power hit, whatever it is will hit. It isn't annoying to get hit by someone when knocked, but when you as the person who knocks gets resist, resist, evade after knocking your opponent. When you down someone you expect to hit them, now this is finally delivered in my opinion. And remember after the first knock duration wears off and you stand you have that chance to resist/evade the 2nd chain. With sultar however, yes this can lead to never getting up, but in war that is what mass dispel is for ^^

Topogigio_BR
08-27-2010, 12:07 AM
Winter Stroke: increased range to 35m.

I like this ^^^ :horsey:

DEmoniac rage description say "the pet is overcome...."
Well i think is kind of sad imps and zombies can attack one single target and then being stoped around the conju.
The effect time is that worried me about imps and zombies, if you cast and target start ruining they will vanish even without a hit, maybe if you put some range and make then summon around the target instead of around the conju.

Fxker
08-27-2010, 12:23 AM
I must say that is almost perfect this stage, hopefully caba skills is infinite both instances, the presence of a will only for moments of life and death D:

Comp
08-27-2010, 12:29 AM
I like this ^^^ :horsey:

GREAT - now people will use it horribly...from further away XD

Comp
08-27-2010, 12:31 AM
Chilko...

question.

Does NGD plan to turn attention over to the hunter's pet tree? Currently they are quite useless on live server and even more on amun. At this point there is really no incentive for a hunter to have a pet.

Minorian
08-27-2010, 12:35 AM
At this point there is really no incentive for a hunter to have a pet.

I iz happy!

_Enio_
08-27-2010, 12:41 AM
A knight can finally have huge defense passively in a way. But not in a bad way because with this defense comes a 90% drop in attack power which balances it out.

Wll its not 90% drop of whole damage, it only drops the gear part down to 10%, im not quite sure if thats intended though as you can easily fight all time with defstance vs an archer while doing 150s vs 250s without defstance.

Klutu
08-27-2010, 01:22 AM
I'd suggest removing the pet tree & creating a "Beast Master" tree

Allow Hunters to gain the ability to "Summon" ferrets - wolves - lions on a target (like Conjurers goblin/zombie summon attacks)

Allow the Hunter to Aggravate a Mob on a enemy

Allow the hunter to "Summon" a Wolf/Orc/Goblin (they will live until the hunter dismisses them or something kills them)

Give Hunters a Mass Area that summons 5/10 mobs that will attack until they are killed

Other Things

Protect Ally (Pet Bar) if theres a pet protecting a ally the pet will take the damage until he is killed

Keep Skin of the Beast & make it a 10 duration - 50 cooldown (Lower Protection to 50% on 5)

HP Passive for Pet

Bandage Ally (Heals minor wounds on a Ally in range)

Hunters are suppose to be the support class for archers so give them the ability to support - I also think of hunters as being able to talk to Nature & Animals so give them spells that reflect that..

Llayne
08-27-2010, 01:32 AM
Unstoppable Madness: Duration reduced to 10 seconds in all levels. New resistance added: cannot attack.
Resistance levels adjusted to 40% to 90% from level 1 to 5. Maná reduced to 220-300. Cooldown reduced to 40 seconds.


I barely have words for how much I dislike this.
When we are warring at forts with all these 6 second, 20 second, and 10 second buffs when are we supposed to find time for actual fighting between buffing?
wth are you thinking?
Buffnum Online! The best buffing action around!

_Enio_
08-27-2010, 01:45 AM
POSSIBLE BUG FIX: A couple of bugs fixes on the network code (thanks Enio for the video. please test again to see if we nailed these ones)



I didnt see any more stuck animations, however the not facing enemy while having it in my front seems to happen even more now. Had it happen alot on kicked targets, ambushed targets aswell as on chasing someone while i had more speed.

I see you removed the circle safe zone around the Player where you could hit a target no matter what direction you been facing.

Any special reason for this? Maybe reintroducing this, at least to some extend (like 0.5m), would fix the issues.

Its not needed to give it more range because of this, just the facing seems to be messed up without it.




Edit: someone just noticed me that the party screen mana now updates way faster! Really really nice! You couldve mentioned that in the changelog, i consider this a huge buff, actually making parties really really useful :)

lala110593
08-27-2010, 02:30 AM
I barely have words for how much I dislike this.
When we are warring at forts with all these 6 second, 20 second, and 10 second buffs when are we supposed to find time for actual fighting between buffing?
wth are you thinking?
Buffnum Online! The best buffing action around!

+1, barbs have been complaining and complaining about the massive buffing required to play barb, and what does NGD do? introduce more buff gameplay, we are forced to play in 6-10 second windows and waiting for cool downs... this is not fun at all.. there are many good ideas, for example... why not just greatly increase str... and greatly reduce buffs... what is the problem in this? barbs are supposed to be very reliant on strength, yet strength has become the absolute most useless stat in the game (arguably dex/conc, but those have multiple uses in combat, str has only 1).
Please NGD, re-think this new image you have for barbs and look at what your players want...

glulose

Llayne
08-27-2010, 02:40 AM
I think I might have to give up on RO if the gameplay will be as it seems after the update. 4 years I stuck with you NGD... this change to UM is the last straw.

People say we need to adapt but I don't want to adapt to this. My play style for barb is disappearing from the game. I don't want to adapt. I want to play the game I have been playing for years, not a new one. You don't change the entire friggin game 3 years after it is out of beta.

Seriously... what the hell.

_Enio_
08-27-2010, 02:51 AM
+1, barbs have been complaining and complaining about the massive buffing required to play barb, and what does NGD do? introduce more buff gameplay, we are forced to play in 6-10 second windows and waiting for cool downs... this is not fun at all.. there are many good ideas, for example... why not just greatly increase str... and greatly reduce buffs... what is the problem in this? barbs are supposed to be very reliant on strength, yet strength has become the absolute most useless stat in the game (arguably dex/conc, but those have multiple uses in combat, str has only 1).
Please NGD, re-think this new image you have for barbs and look at what your players want...

glulose

I dont understand that frustration, this change is way less "buffing" then the old version. On live you are way more Buff dependant, or rather CD dependant.

Now you just buff Berzerk, maybe Magnification and/or tfb and your ready, depending on situation you add what you need. You actually can react way better on what happens instead of taking all beforehand and then hope for the right situation.

The most Important buff you were forced to wait for now is incredibly short, always ready for a charge and even resists to beetle and stunning fist. Fulminating allows you to do good damage even when not buffed up till under the sleeves. (If you dont like Fulminating just dont skill it, you can do very well without it. Its situational use and the need to setup its use well to not waste it to a cc or just out of range makes it less of an must have skill imo.)

Go get used to the new stuff! It really is fun once you adapted to the fresh dynamics.

_Enio_
08-27-2010, 02:59 AM
Bug:


Might be already Mentioned but Hunter-Pets do not despawn when mounting on horse, on unmounting another one spawns. Allows a funny amount of pets :P

Llayne
08-27-2010, 03:03 AM
I dont understand that frustration, ...

You don't understand because you have not played barb long enough to settle into a play style. I'm sure you can adapt easily. For some of us though, not so much. Go get used to the fresh dynamics? You say that about a game 3 years out of beta?

_Enio_
08-27-2010, 03:11 AM
You don't understand because you have not played barb long enough to settle into a play style. I'm sure you can adapt easily. For some of us though, not so much. Go get used to the fresh dynamics? You say that about a game 3 years out of beta?

You basically say because you cannot (or do not want to) adapt to improvements it should remain broken?

Llayne
08-27-2010, 03:17 AM
You basically say because you cannot (or do not want to) adapt to improvements it should remain broken?

I was not aware UM was broken. Improvements and tweaks are one thing, but the game on Amun is not the same one as on the live servers. Not for barbs anyways.

You don't remake a game 3 years after beta ends.

_Enio_
08-27-2010, 03:21 AM
I was not aware UM was broken. Improvements and tweaks are one thing, but the game on Amun is not the same one as on the live servers. Not for barbs anyways.

You don't remake a game 3 years after beta ends.

When there are incredible design flaws you either can let it rot till evryone leaves pissed or try to change designs so its more fair and more fun.

NGD is just attempting the second and from what we know already - it looks quite promising.


UM seemd fine as the whole environment for barbs was broken. Now with the changes on speeds in order to balance the melee vs range the old UM would defenitely been broken. Dont pick out just one thing you cant do now like you could before. Try to value in the changes as a whole.

If you dont like whats going on, say your concerns in a mannered way but keep in mind - the purpose is fixing design flaws to make better balance possible, which is what we all wanted for ages. Much on Amun is only settled from the design aspect, much tuning will be done of what we wont even know yet (eg. general mana aviability/costs will be analyzed but not before the design changes are fully implemented!)

Maybe just wait till the changes are on live and you had the chance to proper test and relearn.

The constant rant about something new wont help anyone and just leads to flame and in consequence a forum lock..

Comp
08-27-2010, 03:26 AM
I'd suggest removing the pet tree & creating a "Beast Master" tree

Allow Hunters to gain the ability to "Summon" ferrets - wolves - lions on a target (like Conjurers goblin/zombie summon attacks)

Allow the Hunter to Aggravate a Mob on a enemy

Allow the hunter to "Summon" a Wolf/Orc/Goblin (they will live until the hunter dismisses them or something kills them)

Give Hunters a Mass Area that summons 5/10 mobs that will attack until they are killed

Other Things

Protect Ally (Pet Bar) if theres a pet protecting a ally the pet will take the damage until he is killed

Keep Skin of the Beast & make it a 10 duration - 50 cooldown (Lower Protection to 50% on 5)

HP Passive for Pet

Bandage Ally (Heals minor wounds on a Ally in range)

Hunters are suppose to be the support class for archers so give them the ability to support - I also think of hunters as being able to talk to Nature & Animals so give them spells that reflect that..

That would actually be kinda cool....cause right now a hunter with a pet isn't very useful in any scenario.

Llayne
08-27-2010, 03:29 AM
When there are incredible design flaws you either can let it rot till evryone leaves pissed or try to change designs so its more fair and more fun.

NGD is just attempting the second and from what we know already - it looks quite promising.


UM seemd fine as the whole environment for barbs was broken. Now with the changes on speeds in order to balance the melee vs range the old UM would defenitely been broken.

I see your point but I hope they increase duration to 15 seconds like they did for ao1 when knights whined so much. 10 second buffs will be a serious annoyance. I don't understand why they think buffs are so wonderful. A wide variety of skills and passives would make for a much more fun game than lots of buffs to be cast constantly. If buffs ignored gcd it would help a lot...

Mauro_m
08-27-2010, 03:31 AM
When there are incredible design flaws you either can let it rot till evryone leaves pissed or try to change designs so its more fair and more fun.

NGD is just attempting the second and from what we know already - it looks quite promising.


UM seemd fine as the whole environment for barbs was broken. Now with the changes on speeds in order to balance the melee vs range the old UM would defenitely been broken.

With the increased range that had the archers, with penalizing possessing these ... with the damage and the penalizing of speed, mana burn has a warlock, UM was broken? ... I think that the class is broken ... it's too easy to manipulate a warrior of a minimum range 20 meters


This is what happens to a barbarian without UM:

http://www.youtube.com/watch?v=5e6dvAgkmE4&feature=related


Are you sure that only UM is broken?


( Sorry for my English :p)

Thrik
08-27-2010, 03:36 AM
So far the changes are cute. I'll wait until the changes to the summon lengths and such have been changed. It seems now they're quite temporary.

_Enio_
08-27-2010, 03:39 AM
Are you sure that only UM is broken?


Old UM was broken in different ways, but here i was referring to how even more broken UM would be in the new Environment on Amun.

And no, theres way more broken stuff and i hope NGD will look in all of them one by one.

Klutu
08-27-2010, 03:41 AM
Oh NGD take a peak here :P

http://www.regnumonline.com.ar/forum/showthread.php?t=65226

Mauro_m
08-27-2010, 03:49 AM
Old UM was broken in different ways, but here i was referring to how even more broken UM would be in the new Environment on Amun.
.


If I understand that the new environment of Amun may be this broken, but lower the duration to 10 seconds does not make a more dynamic Barbarians or more fun, but a PSJ more limited in time and space.

Without going any further, UM (5) lasts less than last Son of wind (5), and yet even makes you resist the powers!.

I think that NGD should seek a return to the warrior class to be less penalizing puch ball of archers / mages, always talking about RvsR

_Enio_
08-27-2010, 03:58 AM
If I understand that the new environment of Amun may be this broken, but lower the duration to 10 seconds does not make a more dynamic Barbarians or more fun, but a PSJ more limited in time and space.

Without going any further, UM (5) lasts less than last Son of wind (5), and yet even makes you resist the powers!.

I think that NGD should seek a return to the warrior class to be less penalizing puch ball of archers / mages, always talking about RvsR


Dont compare apples with oranges xD Son of the wind might have too long duration, however Archers have less damage than Barbarians.

UM is not broken on Amun. Anyway i cant explain that now, you just have to test Amun and you see how powerful UM now is in PvP when you use in a good moment.

Mauro_m
08-27-2010, 04:04 AM
UM is not broken on Amun. Anyway i cant explain that now, you just have to test Amun and you see how powerful UM now is in PvP when you use in a good moment.

Against a warlock does not matter when it is used ... that is, or what you use at the beginning or forget about using it then ... 0 mana per loan / Ignisción / servants.

I pvp's with Lukitox, Barbarian, lvl 50, and I with all my inexperience using the warlock (PSJ is a second) I beat all the pvp's ... slow (5) + boost mental (1) and it was like killing a mob.

Barya
08-27-2010, 04:22 AM
I like that Barbarian now not single-use character. And even if UM is MSed you are not completely dead, if you can hide xD

BUG FIX: Now Characters cannot Evade, Block or Resist when knocked down or stunned.
I like this too, was a stupid how character can "evade" when on floor rolling, just not correspond to reality.
Sure, conjurers need more real spells for CC-resist, add them please. May be add spell giving guaranteed resist for 1 knock/stun?

_Enio_
08-27-2010, 04:39 AM
Against a warlock does not matter when it is used ... that is, or what you use at the beginning or forget about using it then ... 0 mana per loan / Ignisción / servants.

I pvp's with Lukitox, Barbarian, lvl 50, and I with all my inexperience using the warlock (PSJ is a second) I beat all the pvp's ... slow (5) + boost mental (1) and it was like killing a mob.

How would the old UM help in this situation?

Anyway:In PvP you will always find combinations which work vs specific classes and/or specific configurations. Some classes are better in pvp some are worse, some are better vs warlock, some are better vs barbarian etc.

But in war it is different, when there is obstacles it is different. Thats why its hard to find good balance.
New Um vs old Um vs. warlock example:Eg. when the warlock is not careful and not far enough away and he casts slow (5) the UM Barb might be close enough in the mean time to catch the warlock in Roar (range 12(?) stun) followed by eg. lvl4 Howl (13s Dizzy) into feint with spear into Dlimb (so warlock can no run away). Then there is maybe 7 seconds left on dizzy and, if he has kick 4, another 7 = dead warlock.

With that knowledge about the chances and options both have the Barb can decide if he wants to attack the warlock in open field from far away or if he rather stays at a tree until the lock is closer = better situation for Barb.
The warlock however, if he has enough knowledge about the options, can decide to stay on enough range because he knows he has bad chances when he comes closer.
This is more balanced then the old UM:With old UM Barb had only a chance vs warlock when the warlock made serious errors or there were resists in play.
Even when the barb managed to get the Warlock to come closer Beetle allowed the warlock to use mindpush, slow and manaburn without being in danger. He could then just run away a bit until the barb was dizzy forever (out of mana). All the longer duration of UM would not help him vs a configuration with high slow an mindpush because beetle made it very easy for the lock to apply all without risk.
But i think we are derailing this thread, lets create a new discussion if you want to go on discuss the new UM.

Znurre
08-27-2010, 05:15 AM
I barely have words for how much I dislike this.
When we are warring at forts with all these 6 second, 20 second, and 10 second buffs when are we supposed to find time for actual fighting between buffing?
wth are you thinking?
Buffnum Online! The best buffing action around!Just because you have a buff doesn't mean you have to use it all the time.
That's the whole idea behind this. Short burst-like buffs that gives you the upperhand for a few seconds.
No more "standing still for 9 seconds to buff UM, TfB and Berserk" just to be useful in battle.

Kittypretty
08-27-2010, 05:22 AM
I like the change possibilty of stances...but i wish it was more of ALL classes in a way,

like a popular rts game for instance, players can choose an aggressive stance, with +50% dmg, +25% speed bonus and-50% armor or evade/protections, depending on class type.

a defensive stances adopts a -50% decrease in attack dmg, for 150% armor, with a 25% speed malus

and also normal stance which gave 100% of both attributes, with no drawback.

Im hoping that knights will ahve this kind of bonus some day, not the same range possibly..but still this is akin to it..and i believe that it should be mana and time independant. So i will have to try the system in place now..maybe ill enjoy playing knights again, as i honestly stopped playing them alltogetehr with the removal of 360 auras, just felt their role was greatly diminished to being a unwanted class in battle..with limited role as a backup for mage classes.

Barya
08-27-2010, 05:40 AM
BUG FIX: Now Characters cannot Evade, Block or Resist when knocked down or stunned.

I think only blocks should stay even under CC. Thats wrong - knights are made for this/

ncvr
08-27-2010, 06:58 AM
You don't understand because you have not played barb long enough to settle into a play style. I'm sure you can adapt easily. For some of us though, not so much. Go get used to the fresh dynamics? You say that about a game 3 years out of beta?
Regnum's balance updates change the gameplay for classes relatively little compared to other games I've played.

A certain popular MMO is completely redesigning basic class mechanics for two classes in an upcoming update, over 6 years after it was launched.

When you try a class on amun, you try the fucking class, don't just play around and pvp 2 people then come on the forums and complain because you didn't have something you were used to.

That said, I like the changes. I do agree that buffs, particularly knight stances and fulminating/UM should not have a GCD. Also, knocks need to be toned down. They should last 6 seconds maximum on lvl 5.

MalaTempora
08-27-2010, 07:58 AM
I think only blocks should stay even under CC. Thats wrong - knights are made for this/

thumb up for this, let block survive the CC, maybe half the value but let us a little chance to read the white "block" raise up on our poor head!!




To NGD:
a very big thumb up to all the modify you made on, i can't say that all the
changes you done are on my wish list or that i agree with you on all the path


BUT


the game is changing so much that none can judge the overall situation
before a month or 2 of playing the new situations..

so, please, continue on your road but keep in mind that probably after
a XX months you must be ready (as you are now) to rebalance the things
that may result as "come out unbalanced" by this rounds of tweaks!


indeed, i'll continue support this game with my little strenght (occasional xym buy to take strange dress and item fusions :D for fun)

cause i don't find another game with a warzone so fun (and none of the
other games that i know have the dev's team so near to the gamers crowds)

go on NGD!

Myxir
08-27-2010, 08:35 AM
BUG FIX: Now Characters cannot Evade, Block or Resist when knocked down or stunned.


It would be cooler if evade, resist or block chance would be just 50% or 30% then. It's not kocked out, it's knocked down. So there is still the possibility to evade etc but limited of course.

Shwish
08-27-2010, 09:00 AM
BUG FIX: Now Characters cannot Evade, Block or Resist when knocked down or stunned.


I like kinda like this, it doesnt make sense for a person laying facedown on the floor to be able to evade, resist or block.

One thing I would like to add to that is a player thats resting shouldn't be able to evade/resist/block either. Yesterday this mage was resting with very little hp outside a fort. He evaded 4 of my normal hits before he realized he was getting hit, then he stood up and ran behind a tree.

Hamster_of_sorrow
08-27-2010, 09:06 AM
im so confused right now because you want battle to last LONGER, but you are making spells with REALLY FUCKING SHORT durations? 5 sec? 10 sec? what am i supposed to do with that? brag that i have it? everyone will be buffed for about 30 seconds, after that, only a few will be dead but everyone else will be out of mana, on cooldown for all their useful spells, or both.

this just doesnt make sense.

ncvr
08-27-2010, 09:10 AM
im so confused right now because you want battle to last LONGER, but you are making spells with REALLY FUCKING SHORT durations? 5 sec? 10 sec? what am i supposed to do with that? brag that i have it? everyone will be buffed for about 30 seconds, after that, only a few will be dead but everyone else will be out of mana, on cooldown for all their useful spells, or both.

this just doesnt make sense.
Apparently you're unfamiliar with the idea of burst damage, or intelligent, well-timed usage of skills.

GIO879
08-27-2010, 09:46 AM
thumb up for this, let block survive the CC, maybe half the value but let us a little chance to read the white "block" raise up on our poor head!!




To NGD:
a very big thumb up to all the modify you made on, i can't say that all the
changes you done are on my wish list or that i agree with you on all the path


BUT



cause i don't find another game with a warzone so fun (and none of the
other games that i know have the dev's team so near to the gamers crowds)

go on NGD!


That 's the truth, that why we are very worried about this update who can remove all the fun we can find here ...

MalaTempora
08-27-2010, 09:51 AM
Apparently you're unfamiliar with the idea of burst damage, or intelligent, well-timed usage of skills.

@necro, keep cool !! :D almost all the players in this game are not used to short burst of high bonus/ high protection ( think of the "old style" Ao1, or the mage barriers :D) we probably have to relearn the game mechanics..
but this wont mean that someone is dumb or stupid... just not used to :D

let us "retrain" :D and after we can say "i know kungfu!" again :D

MalaTempora
08-27-2010, 10:01 AM
That 's the truth, that why we are very worried about this update who can remove all the fun we can find here ...

probably the hunter- gankers will finish their days crying about the nerf that
is RIGHTFUL and HONEST (cause now the hunters are the god of war and
the real must unbalanced class that i ever seen in my 30 years of varius
computer game experience (yes i'm rather old..yes i play with sinclair z80
as first computer :D) )
the others classes will learn the new game mechanics easy (or not so easy :D)
the hunters will have to learn their new role (they can choose to go ninja with
high risk and high evil fun , or choose the ranger way and stay on party giving
big support, tracking enemies, uncamoing enemy ninja and fighting in group (RVR))

this could become a real good RvR game (even better than now) so, let's cross the fingers and hope for the best :D

Nekoko
08-27-2010, 10:16 AM
BUT


the game is changing so much that none can judge the overall situation
before a month or 2 of playing the new situations..

I have to agree with this, with all the large amount of changes no one really knows how this is going to go in fort wars. I'm not even sure this is a balance update anymore I kinda have to default to saying this is a complete change in the game itself.

At the moment it's a bit odd to log into live servers then test servers the difference is huge. I really hope we're not going to go through this in another year and when all these changes are done there is a balance update that fixes the current skills and doesn't change them into completely new ones.

Creror
08-27-2010, 10:46 AM
Well, in case my post was missed out ... ^^'

http://regnumonlinegame.com/forum/showpost.php?p=1123540&postcount=19

Aww, if not, just delete this post :D

New_barb
08-27-2010, 10:52 AM
well i am happy with the new UM and i am a barb only thing you have to do is lvl um to lvl 5 and spring to lvl 5 and you have like 5 seconds left with um, sure not enough to kill a target but if it was

PVP it is pretty damn ballanced
RVR is another thing, now you need the double amount of wariors to rush down the openent (if you dont want to be knocked)
You should hide more in the battle and cast it..

but i would like it more if it is to 12 seconds (15 is overpowered again i gues)
but 12 seconds is reasonable (casting time have to be lowered to)
and CD to 35 and it is a very good spell again

metsie
08-27-2010, 11:06 AM
Summons are nice :P

Now I can summon big bad golem, send him after target and then summon pack of imps+zombies too :horsey:

Creror
08-27-2010, 11:32 AM
Summons are nice :P

Now I can summon big bad golem, send him after target and then summon pack of imps+zombies too :horsey:

Evil Ignis Rock? ^^
Regnum CBA: Page 198 (http://iwconstructions.com/Regnum/slides/0198.jpg) & Page 199 (http://iwconstructions.com/Regnum/slides/0199.jpg)

Btw:
Having both Stances active at the same time isn't intented, is it? oO (http://i223.photobucket.com/albums/dd12/Der13Vorbote/screenshot2010-08-2713_23_06.jpg)
*(Don't look at the Movepool, was just a by-the-way-movepool to get savely through the wz ^^)*

PT_DaAr_PT
08-27-2010, 11:34 AM
Btw:
Having both Stances active at the same time isn't intented, is it? oO (http://i223.photobucket.com/albums/dd12/Der13Vorbote/screenshot2010-08-2713_23_06.jpg)
*(Don't look at the Movepool, was just a by-the-way-movepool to get savely through the wz ^^)*

Well it is, but I doubt anyone would do that though O.o you get -100% evasion, -90% weapon damage and you're not able to cast any damaging spells. Sounds fair to me.

Creror
08-27-2010, 11:39 AM
Well it is, but I doubt anyone would do that though O.o you get -100% evasion, -90% weapon damage and you're not able to cast any damaging spells. Sounds fair to me.

I can swear, that yesterday you could just activate 1 at the same time, because the stances wasn't activating when there was already the other one active.

PT_DaAr_PT
08-27-2010, 11:42 AM
I can swear, that yesterday you could just activate 1 at the same time, because the stances wasn't activating when there was already the other one active.

I was able to do that yesterday.

I noticed that there are some issues with trying to cast Activable spells like Recharged Arrows, it can be very annoying sometimes. >.>

Creror
08-27-2010, 11:49 AM
I was able to do that yesterday.

I noticed that there are some issues with trying to cast Activable spells like Recharged Arrows, it can be very annoying sometimes. >.>

Maybe it was the day before yesterday :tsk_tsk: Aww jeez, doesn't matter when exactly it was

Yes, I noticed issues, too, if you mean the issue, that you need to walk one step to recast a activable spell whose duration went off or you just deactivated right away.

HidraA
08-27-2010, 12:04 PM
All these changes look great, except for this :


:BUG FIX: Now Characters cannot Evade, Block or Resist when knocked down or stunned.

I am agree with Scias at this point....stakable speels like chains of sultars or knocks are not so great.
Imagine if you are under chain of sultar any player can cast hight dmg spells like beast atack or sc and another will work 100%.
So under 2-3 knocks your are dead 100%.
Combination like 2-3 warlocks and 2-3 barbs(with areas) will be lethal.

blood-raven
08-27-2010, 12:07 PM
agree, it's great that ppl can't evade/resist/block under knock but the stacking must be removed then.

Pnarpa
08-27-2010, 12:24 PM
When knocked down they're should be a minus 30-50% you can evade/resist/block. And you shouldn't be able to evade/resist/block anything while resting.

HidraA
08-27-2010, 12:42 PM
chilko, please take note of when those conjurers are online.

I speak for Syrtis/Horus that there's more than 15 conjurers camping bosses like Vesper and Evendim and only log in once in 2 days or 4 days (whatever the spawn time is) to kill it... some I've never seen at war.

I know Conju's grinding speed is too fast, but please dont mistake bosswhores with real supporting conjurers.

In fact i am agree with thuku at this point...lots of people lvl-up one conj because at least when played in syrtis for one year they droped moust of time at vesper.
They just parked conj there and played him when was "Vespy time".
(duno old sytem of drop if there was "by contribution" or was generated by system's RNG.
To balance this are more points:
-balance more drop system at dragons ...all classes to have same chance.
(to be random for all classes "only at dragon")
-as i told before move all defencive spells like (beetle swarm) to another tree.Troble are not the spells(duration or effects) troble is how they are organized by trees.

All this changes:
-duration of one spell;
-cast speed;
-new spells;
-atack speed;
-etc...etc...;
Is not old system balance.In fact come with a new total gameplay(new game)what need a new rebalance.

ice_zero_cool
08-27-2010, 01:10 PM
hello everyone here goes:

Re-designed Summon tree

We always wanted summons to be different than just pets. At last we had the time to tackle this issue.

There are three premises behind this new concept


Summons should be cast during combat to change the tide of battle (not as a pet)
Summons should be different
All summons are usable at level 50.

AWW, you finally change the levels the summons can be used to 50. Too bad that I froze my conj ...

I’m not going to take the time to explain all changes because they are not final but take a look if you want.
Damage, graphics, cooldowns, mana, etc have NOT BEEN ADJUSTED YET.

Spells:


Beast Wrath: reduced damage bonus to 5% to 25% from level 1 to 5.

with the low damage of pets now I think it's pretty much even more worthless to skill.


Army of One: Mana reduced to 220-300 from level 1 to 5. Cooldown reduced to 50 seconds.

like it, but I liked it with 60 seconds CD, too :superpusso:


Unstoppable Madness: Duration reduced to 10 seconds in all levels. New resistance added: cannot attack.
Resistance levels adjusted to 40% to 90% from level 1 to 5. Maná reduced to 220-300. Cooldown reduced to 40 seconds.
Please don’t say that this is not good enough to cover the distance, Barbarians can run around 50 mts in 10 seconds (and that is without spring)

imo UM should still be a 100% spell while it's only got a 10 second duration.
and why the same mana cost for a 10 seconds spell as for a 15 second spell (I think AoO and UM can be put on the same lvl)
if it's without spring then ALL classes (yes. mages, too) can run 50 mts in 10 seconds, since they all got the same speed... so, if the enemy just turns around and runs for 10 seconds UM will be off again.


Defensive and Offensive Stance: Mana cost removed completely. Cooldown reduced to 10 seconds. Global Cooldown changed to very short.
(We are analyzing if we make the duration of this skills infinite.)

please, make them like RA! they'd be pretty useful if they were to be activated/deactivated


Winter Stroke: increased range to 35m.

didn't use it that often, but since the range in general is increased I think this is the right thing to do


Intimidate: casting time removed. Range is mow 12m.

should work better now, hope that a knight's able to catch up like this :D I'll still miss Spring for knights though :(


BUG FIX: Now Rigorous preparation affects Miss Chance as it should.

will test this later

BUG FIX: Damage reduction of hard creatures is working as intended now.

will test this later, too


BUG FIX: Now Characters cannot Evade, Block or Resist when knocked down or stunned.

+1, but I think resists should still be possible...


BUG FIX: Pets damage is now adjusted according to the owner’s level (for example a level 5 Zarkit from a level 37 Conjurer was doing damage as if the conjurer was level 50)

whoot, another +1 from me :D


POSSIBLE BUG FIX: A couple of bugs fixes on the network code (thanks Enio for the video. please test again to see if we nailed these ones)

I hope it's better now :)



my thoughts about this are blueeee :D :)

Shwish
08-27-2010, 02:04 PM
To balance this are more points:
-balance more drop system at dragons ...all classes to have same chance.
(to be random for all classes "only at dragon")



+1. everyone who manages to earn exp should have an equal chance to get the dorp. i think its total BS that barbs and conjurers get the drops 99% of the time.

however this has nothing to do with the thread... just wanted to throw that in there

ice_zero_cool
08-27-2010, 02:07 PM
As far as I see, (could be wrong here) Knight areas would be worth 0 if the army got knocked. Those areas lift the specific resistances of the players in the area. If your resistance will be 0, X% + resist of 0 will be zero. Let me know if I am wrong.
I think the resist is only meant as spell resists, not damage resists (what the knight's auras are)

doppelapfel
08-27-2010, 02:11 PM
hello everyone here goes:

Re-designed Summon tree

We always wanted summons to be different than just pets. At last we had the time to tackle this issue.

There are three premises behind this new concept


Summons should be cast during combat to change the tide of battle (not as a pet)
Summons should be different
All summons are usable at level 50.


I’m not going to take the time to explain all changes because they are not final but take a look if you want.
Damage, graphics, cooldowns, mana, etc have NOT BEEN ADJUSTED YET.

I love this new concept in general. Of course it isnt finished yet as you said, numbers arent fine but the 3 basic ideas of summons are great.


Spells:
Beast Wrath: reduced damage bonus to 5% to 25% from level 1 to 5.
Good. 25% are still a nice bonus but it isnt a must have spell as before.

Army of One: Maná reduced to 220-300 from level 1 to 5. Cooldown reduced to 50 seconds.
Nice. I would even prefer ~220 mana on 5, remember, it was 500 for 50 seconds, now its 300 for 10.

Unstoppable Madness: Duration reduced to 10 seconds in all levels. New resistance added: cannot attack.
Resistance levels adjusted to 40% to 90% from level 1 to 5. Maná reduced to 220-300. Cooldown reduced to 40 seconds.
Please don’t say that this is not good enough to cover the distance, Barbarians can run around 50 mts in 10 seconds (and that is without spring)
Nice basic concept but mana costs are too high (as for ao1) and i think it should have 100% chance. 10% chance of hitting, what for? Its intended that barbs under um should be only stopped by slowing down, 10% of failure just sucks for the warrior.

Denfensive and Ofensive Stance: Mana cost removed completely. Cooldown reduced to 10 seconds. Global Cooldown changed to very short.
(We are analyzing if we make the duration of this skills infinite.)
I LOVE THIS! My grind is now receiving around 23 dmg from fast attacking mobs while dealing 50 with ds, without receiving 60 and dealing 60. Im looking very forward to play him in war.

Winter Stroke: increased range to 35m.
Good.

Intimidate: casting time removed. Range is mow 12m.
Great!

BUG FIX: Now Rigorous preparation affects Miss Chance as it should.
Hm not many misses when i tested it on mobs but ill have to do a better test later.

BUG FIX: Now Characters cannot Evade, Block or Resist when knocked down or stunned.
Hm i think it should be -100% of the basic chance. So if i use escaptist i lose my normal evade chance when knocked but not the effect of the spell. Same for sotw or blocking skills.

BUG FIX: Pets damage is now adjusted according to the owner’s level (for example a level 5 Zarkit from a level 37 Conjurer was doing damage as if the conjurer was level 50)
Great.

I love everything youve done beside some numbers, good job!

Kaixo
08-27-2010, 02:14 PM
I dont understand that frustration, this change is way less "buffing" then the old version. On live you are way more Buff dependant, or rather CD dependant.
What are you talking about?
Those changes=more buffing. If you don't know the new skill fulminating is a new buff, UM is the same buff that perhaps has to be casted (if you can, mana is a problem) more times. Those are facts, more buffs=More buffs.

Now you just buff Berzerk, maybe Magnification and/or tfb and your ready, depending on situation you add what you need. You actually can react way better on what happens instead of taking all beforehand and then hope for the right situation.
If you go with berserk and magnification good luck, but try to watch the number of buffs that practically all barbarians use.
¿What is this reaction situation?, practically all my powers are buffs, ¿How I react to a pricking ivy or an ambush?, I don't have any reactive skill. If you think for a moment practically the class has passed only two changes of skills and a nerf to damage, ¿you really think that the gameplay of the class has changed?, I only see that I can react in the battlefield the same or worse than before.


The most Important buff you were forced to wait for now is incredibly short, always ready for a charge and even resists to beetle and stunning fist. Fulminating allows you to do good damage even when not buffed up till under the sleeves. (If you dont like Fulminating just dont skill it, you can do very well without it. Its situational use and the need to setup its use well to not waste it to a cc or just out of range makes it less of an must have skill imo.)
Oh, yes, cooldown is less, but duration is also less. I have 10 seconds to try to get out of the fort (if the fucking gate lets me), get a position, cast an area and...
Run to so some archers, oh, wait, low profiles, god modes, etc, UM is over and my barb is game over.
Or simply, the run a bit and voila, you are in balls.

Go get used to the new stuff! It really is fun once you adapted to the fresh dynamics.
Hyper-mega-fun.
The same gameplay as before but with one more boring buff, more buffing, more vulnerability to control skills, more vulnerability knocked and less healing.

Kaixo
08-27-2010, 02:20 PM
Dont compare apples with oranges xD Son of the wind might have too long duration, however Archers have less damage than Barbarians.

UM is not broken on Amun. Anyway i cant explain that now, you just have to test Amun and you see how powerful UM now is in PvP when you use in a good moment.
Less damage, more defenses and they normally have more damage per second.
Ah, no, it's not broken , I can have some fun in the colisseum...:rolleyes:

Creror
08-27-2010, 02:56 PM
The definition of buffs:

In "classic" MMORPGS, a buff is a temporary and mostly short enchantment on players/mobs
that is used to try to change the tide of the battle
and not to preparing it.

Ergo:
The meaning of buff is to know when to use it to win a battle,
not to try to get as maximal buffs as possible to get maximal changes to win. (http://en.wikipedia.org/wiki/Buff_%28computer_gaming%29)

Kaixo
08-27-2010, 03:02 PM
I don't care for the meaning of a "buff", if I have useful buffs that last 10s or 1000s I'll cast them, the rest for encyclopedic people.

ncvr
08-27-2010, 03:06 PM
The definition of buffs in 'classic' MMOs has little relevant to Regnum's issue of buffing.

In this game, barbarians complain about having to buff before battle. The problem is that:

1) they are highly reliant on what should be long term buffs (berserk, caution), but are instead short term buffs.
2) due to their short durations, they require frequent re-casting, resulting in alarmingly high mana usage before the fight even begins.
3) they take a long time to cast. In just about any other game, all long term buffs (comparable to frenzy and weapon mags) are instant, castable on the move. On the live version, a barb has to buff with 4 skills minimum, 2 being instant and 2 having a 0.5s cast time, and all of them causing a harsh 3 second GCD.

Fulminating and Unstoppable Madness, however, have managed to avoid that trend.

They are short duration, in-combat boosts. They're comparable to spring, SotW, escapist, rapid shot, etc. They are not comparable to a barb's staple defensive and offensive pre-combat buffs.

Which is why they are less of a problem, and result in less annoyance for most of us who don't like the excessive pre-combat buffing.

Topogigio_BR
08-27-2010, 03:13 PM
agree, it's great that ppl can't evade/resist/block under knock but the stacking must be removed then.

I still think a less percentage of evade/resist/blocks would be better, to not transform knocks and stunts spells to a better hit chance spell.

Greyman_tle
08-27-2010, 03:31 PM
BUG FIX: Now Characters cannot Evade, Block or Resist when knocked down or stunned.

In a PvP enviroment this is a workable idea, BUT in RvR this is just crazy - sorry but it is.

Posts have mentioned that it's going to be great that you know your next hit/spell is going to land. Well this is fine and dandy except its not going to be just your next attack !!

I get 4 normal attacks in after i use ambush..so thats 4 gaurenteed hits.

Added to this is that in pretty much every battle type there is..a knocked player becomes the prime target of everyone who is able...

So added to the 4 attacks i'd get add another 1 or 2 from another 1-4 players and ANY knocked or stunned player will effectively be an instant kill.

As I thought the evade/resist rates had been 'fixed' allready in this update, may i humbly suggest not doing this untill after the update goes live so we can see how the changes allready implemented effect battles.

e30G
08-27-2010, 03:45 PM
Support summons will be nice. They don't have to be full-fledged summons. They can be like buffs but the animation is a summon. Say I can summon something to heal a target player 300 hp every 10 secs for 30 secs for example. It's a buff, but it appears as a summon that accompanies the player, casting a heal every 10 secs.

Comp
08-27-2010, 04:47 PM
I want hunter pets fixed, addressed...something

e30G
08-27-2010, 04:51 PM
Poor NGD, we want so many things! Anyway good job so far NGD. Unfortunately I couldn't test the new summons yet due to my limited connection. I can't wait to try them though.

Zas_
08-27-2010, 06:21 PM
BUG FIX: Now Characters cannot Evade, Block or Resist when knocked down or stunned.


This will lead to 100% death when affected by those effects.
In war, being knocked down is currently enough deadly.
In PvP, it will give a major advantage to the one which knocks the first.

What are you intending to solve by this (bad) move ?


About other changes: looks quite promising.

Enio reported you increased refresh rate in party dialog, huge +1, but please increase max number of members for a party (since realm chat removal on Horus, we are using parties much more, and most of the time we find them too "short").

Topogigio_BR
08-27-2010, 06:38 PM
Now that base attribute is responsible for about 50% of damage is more evident the unbalancing of alsius realms archers.

All realms has at least 1 race with 30 base attribute for all classes, except for archers in alsius where the 2 races (dwarfs and nordos) has only 25 of dex attribute.

So reduce 5 strength attribute for dwarfs and add it to dexterity, for alsius to have at least 1 race of archer capable of 30 base dex. Nordos already have more intelligence and concentration in comparation to dwarfs.

PS. strange thing is that alsius and ignis has 3 races of warriors and sirtys 3 races of archers, isnt supposed for ignis to have 3 races of mages?

_Enio_
08-27-2010, 06:50 PM
Bug:

Enio and I just discovered that knights can be both in the offensive and defensive stances at the same time. This can't be right. that gives 100% dmg and 2x armour bonus. I think going into one stance should cancel the other, or simply not be allowed, as in you have to cancel your current stance to change.

I sincerely hope this is a bug and not a "feature".

As this more fits in here.

Mikan
08-27-2010, 07:05 PM
...
And how exactly is this a problem?
- Two maxed trees to level 19
- Two spells to level 5 by spending 10 power points
- It does not give 100% damage - I get normal hits of 42-48 on Goblors with this configuration
- You still cannot cast any damaging powers

Silly, yes, but likely not a bug. It fits with NGD's new balancing scheme of dividing up powers. The person involved likely just had high STR and wasn't suffering much from the "Weapon damage bonus -90%" penalty of Defensive stance to begin with.

This will lead to 100% death when affected by those effects.
In war, being knocked down is currently enough deadly.
In PvP, it will give a major advantage to the one which knocks the first.
Crowd control effects need a chance to be dispelled upon each attack to help solve this situation:
- Stun: 100% chance to be dispelled by an attack
- Immobilize: 50% chance to be dispelled by an attack
- Dizzy: 40% chance to be dispelled by an attack
- Confuse: 30% chance to be dispelled by an attack
- Knock down: 20% chance to be dispelled by an attack

And then remove the chances from spells such as Sultar's terror and Tremor, since they would no longer be needed. The problem is, this would make Dispel and Protect ally less useful in war where people are being heavily attacked, but in truth, they likely wouldn't survive anyway.

That's the whole problem with crowd control effects to begin with - they are absolute death in war, and only balanced in PvP.

Kind regards.

_Enio_
08-27-2010, 07:23 PM
Silly, yes, but likely not a bug. It fits with NGD's new balancing scheme of dividing up powers. The person involved likely just had high STR and wasn't suffering much from the "Weapon damage bonus -90%" penalty of Defensive stance to begin with.

Kind regards.

Well the label of it being a stance implies that they exclude eachother.
If it would be imbalanced we do not know, the armor system change didnt yet get values tuned and is obviously ridiculously broken with the current values.

I think its very likely a bug, at least until they change the name and desriptions on both of them.

PT_DaAr_PT
08-27-2010, 08:13 PM
Soo, I was just wondering if you're going to take a look at Troll's Skin CD:


http://img838.imageshack.us/img838/6949/screenshot2010082721071.png

I hope this gets changed, it's pretty annoying when you want to log off after casting it only to use for 60 secs... waiting for that CD is a bitch. >.>
(PS: it used to be 30 seconds.)

Ulti19
08-27-2010, 08:33 PM
Since people are bringing up the resist evade system and how the new one kills you in RvR and you have no chance against this you have to notice some other stuff. Being knocked by someone won't equal straight death. You have mages that can dispel and now knights that can unknock you too. Playing will simply be more of a learning curve to help actual allies when knocked more. More awareness and team play will be encouraged I think. The old block, resist, evade method only meant that if you survived while being knocked it is because of chance only and that you were lucky. Now only skill of the team and timing will save you. I think it is an awesome change. And I think cc's like feint or ambush shouldn't be reduced because if they are it will be more or less like getting a single hit in, which would make it kind of pointless since you can simply run and hit opponent without a knock. Knock should guarentee some hits in my opinion, and this is especially nice for the barb class now. If they manage to get near you 1 on 1 it will finally cause damage for them. In RvR, someone knocks you, no big deal, someone might dispell you. If not, well at least the guy who knocked you isn't getting evade, evade, resist, resist, in his log.

Topogigio_BR
08-27-2010, 08:50 PM
Since people are bringing up the resist evade system and how the new one kills you in RvR and you have no chance against this you have to notice some other stuff. Being knocked by someone won't equal straight death. You have mages that can dispel and now knights that can unknock you too. Playing will simply be more of a learning curve to help actual allies when knocked more. More awareness and team play will be encouraged I think. The old block, resist, evade method only meant that if you survived while being knocked it is because of chance only and that you were lucky. Now only skill of the team and timing will save you. I think it is an awesome change. And I think cc's like feint or ambush shouldn't be reduced because if they are it will be more or less like getting a single hit in, which would make it kind of pointless since you can simply run and hit opponent without a knock. Knock should guarentee some hits in my opinion, and this is especially nice for the barb class now. If they manage to get near you 1 on 1 it will finally cause damage for them. In RvR, someone knocks you, no big deal, someone might dispell you. If not, well at least the guy who knocked you isn't getting evade, evade, resist, resist, in his log.

Why having hit chance if you can just have knocks?

_Enio_
08-27-2010, 09:34 PM
Today (friday the 27th) we added the following changes:

Summons: new zombies, new Golems and some damage have been adjusted (still preliminary)
Foresight: ranged increased to 10 to 20% from level 1 to 5
Parabolic shot: duration increased to 15-30 seconds. Range reduced 20 to 25%. (more range to marksmen less range to hunter)
BUG FIX: new network code fix for knockdowns (PLEASE TEST)
BUG FIX: attacking summons cannot be cast on another summon
BUG FIX: a bug was fixed that dispelled your pet when riding a horse

Thanks for the update on Stage 10.

Nice move the changes to Foresight & Parabolic! :thumb_up:

May i ask if the armor system change is still in but modified or if you reinstated the old one?

frank1216
08-27-2010, 10:06 PM
Thanks for the update on Stage 10.

Nice move the changes to Foresight & Parabolic! :thumb_up:

May i ask if the armor system change is still in but modified or if you reinstated the old one?

Since I have no time to test, what are the changes to foresight and parabolic?

AntibioTsu
08-27-2010, 10:15 PM
The changes to the summons (Golems and Zombies) were awesome :p

The only problem I see is that the variety of Golems wont be shown at war much, as Golem is only availiable to lvl 37+ players who will (most probably) lvl it to 5.

After this I just feel like go dirty and play Warju :superpusso:

Edit: oh and the Large Fire Golem (lvl 4 skill) doesnt have a head.... is it intended?

Edit2: a suggestion - maybe the Summon Golem skill could be random at choosing which kind of Golem will be summoned? It'd be an interesting move to bring variety (unless you built the new summons with different damage types).

_Enio_
08-27-2010, 10:20 PM
Since I have no time to test, what are the changes to foresight and parabolic?

Foresight: ranged increased to 10 to 20% from level 1 to 5
Parabolic shot: duration increased to 15-30 seconds. Range reduced 20 to 25%. (more range to marksmen less range to hunter)

To be exact:Foresight (passive):lvl 1,2,3,4,5 -> 10,12,14,17,20% more range - Before: 5,7,9,12,15% more range
Parabolic (active):
lvl1 - 20% more range - 15/40 - 60mana - Before: 30% more range - 10/40
lvl2 - 21% more range - 18/40 - 75mana - Before: 30% more range - 15/40
lvl1 - 22% more range - 21/40 - 90mana - Before: 30% more range - 20/40
lvl1 - 23% more range - 25/40 - 105mana - Before: 30% more range - 25/40
lvl1 - 25% more range - 30/40 - 120mana - Before: 30% more range - 30/40

Generally Hunters will have 5% less range with Parabolic while marks will passively have 5% more range than before (Foresight 5 matches a hunters range with parabolic 1). However the max range of Marks hasnt changed.

As Marks to gain the full max range you need now both spells on 5 though as parabolic does now have different (even if only slightly different) range boni between the levels.

I also really like that lvl1 Foresight has been boosted greatly, allowing to see differences in range even for low aiming configurations/low points in Foresight.

Topogigio_BR
08-27-2010, 10:42 PM
To be exact:Foresight (passive):lvl 1,2,3,4,5 -> 10,12,14,17,20% more range - Before: 5,7,9,12,15% more range
Parabolic (active):
lvl1 - 20% more range - 15/40 - 60mana - Before: 30% more range - 10/40
lvl2 - 21% more range - 18/40 - 75mana - Before: 30% more range - 15/40
lvl1 - 22% more range - 21/40 - 90mana - Before: 30% more range - 20/40
lvl1 - 23% more range - 25/40 - 105mana - Before: 30% more range - 25/40
lvl1 - 25% more range - 30/40 - 120mana - Before: 30% more range - 30/40

Generally Hunters will have 5% less range with Parabolic while marks will passively have 5% more range than before (Foresight 5 matches a hunters range with parabolic 1). However the max range of Marks hasnt changed.

As Marks to gain the full max range you need now both sells on 5 though as parabolic does now have different (even if only slightly different) range boni between the levels.

I also really like that lvl1 Foresight has been boosted greatly, allowing to see differences in range even for low aiming configurations/low points in Foresight.

CLAPS, CLAPS, CLAPS, CLAPS, CLAPS, CLAPS, CLAPS, CLAPS, ........:beerchug:

Zas_
08-27-2010, 11:07 PM
Crowd control effects need a chance to be dispelled upon each attack to help solve this situation:
- Stun: 100% chance to be dispelled by an attack
- Immobilize: 50% chance to be dispelled by an attack
- Dizzy: 40% chance to be dispelled by an attack
- Confuse: 30% chance to be dispelled by an attack
- Knock down: 20% chance to be dispelled by an attack


I like the idea, it will solve many things (ie. confuse still useable to calm down a too active support conj, but not OP in PvP, chained knock downs will let you have a chance to survive, and dispells are still useful,...)

+1

ice_zero_cool
08-27-2010, 11:25 PM
- Stun: 100% chance to be dispelled by an attack
- Immobilize: 50% chance to be dispelled by an attack
- Dizzy: 40% chance to be dispelled by an attack
- Confuse: 30% chance to be dispelled by an attack
- Knock down: 20% chance to be dispelled by an attack

Stun ok, but haven't you, too, been one who complained about the "chance spells" in this game?(ignore this part, if you didn't^^ ) that's not directly a "chance-spell", but a chance is a chance, it doesn't matter whether it is the chance to resist the effect of a spell or the chance to get "dispelled" by a normal hit.

A nice idea, yes may be, but I don't like it.

_Enio_
08-27-2010, 11:33 PM
That's the whole problem with crowd control effects to begin with - they are absolute death in war, and only balanced in PvP.

Kind regards.

tbh I wouldnt like these changes.


Single target cc in war is already comparably hard to give impact on the battles. A direct nerf to cc effects reliability would encourage pure damage/defense stacking instead of trying to gain advantages in fights with the help of tactical cc.

Then another downside i see is the increase in randomness.


Im quite positive with the current amun changes that the support from a team can counter the power of cc in war better (more aviable dispells, boosted defensive aura effects, generally less damage).

Additionally we have considerably bad visual feedback on some spells like confuse or dizzy (it should be a huge boom effect you really see well considering how devastating it can be) or the problem with animations showing on resists etc. I hope this will be addressed sometime.

Topogigio_BR
08-27-2010, 11:49 PM
To be exact:Foresight (passive):lvl 1,2,3,4,5 -> 10,12,14,17,20% more range - Before: 5,7,9,12,15% more range
Parabolic (active):
lvl1 - 20% more range - 15/40 - 60mana - Before: 30% more range - 10/40
lvl2 - 21% more range - 18/40 - 75mana - Before: 30% more range - 15/40
lvl1 - 22% more range - 21/40 - 90mana - Before: 30% more range - 20/40
lvl1 - 23% more range - 25/40 - 105mana - Before: 30% more range - 25/40
lvl1 - 25% more range - 30/40 - 120mana - Before: 30% more range - 30/40

Generally Hunters will have 5% less range with Parabolic while marks will passively have 5% more range than before (Foresight 5 matches a hunters range with parabolic 1). However the max range of Marks hasnt changed.

As Marks to gain the full max range you need now both spells on 5 though as parabolic does now have different (even if only slightly different) range boni between the levels.

I also really like that lvl1 Foresight has been boosted greatly, allowing to see differences in range even for low aiming configurations/low points in Foresight.

I indeed would like to see fixed time and just mana and range variation in lvls, but this could be a little overpowered.

veluchami
08-28-2010, 12:26 AM
Foresight: ranged increased to 10 to 20% from level 1 to 5
Parabolic shot: duration increased to 15-30 seconds. Range reduced 20 to 25%. (more range to marksmen less range to hunter)


Taking into effect the current changes, I think the unwritten vision for Marksmen by NGD is his role as a long range sniper.
I like the way you guys have taken effort to differentiate between hunter and marks roles.

Also please review our damage in the same context, and area support as well. We still share our (somewhat decent) areas with the hunters.
Lightening arrow costs too much mana and too undependable.

Just by virtue of us being long range snipers, using our positional skills to score kils, we are cut off from the main group (read conju support), leading to more mana problems.

Please do something to not make us sit out of the battle for half the time, or choose to do normals without recharged (basically be another hunter without pet or camo).

ncvr
08-28-2010, 01:46 AM
Stun ok, but haven't you, too, been one who complained about the "chance spells" in this game?(ignore this part, if you didn't^^ ) that's not directly a "chance-spell", but a chance is a chance, it doesn't matter whether it is the chance to resist the effect of a spell or the chance to get "dispelled" by a normal hit.

A nice idea, yes may be, but I don't like it.
I'd rather CCs have damage limits before breaking.

For example, as soon as any dmg is dealt to the target, stun breaks.
When the target loses 20% of their max hp during one immobilize, immobilize breaks.
When a target loses 30% of their max hp, dizzy and confuse break.
When a target loses 40% of their max hp, knock breaks

Memocan
08-28-2010, 02:28 AM
BUG FIX: Now Characters cannot Evade, Block or Resist when knocked down or stunned.


The new terror chain is better then the old one ... maybe.

Mashu
08-28-2010, 04:11 AM
Stage 10, I just logged to test it, this is from me:

First I had to state it, regarding previous comments.
I don't like that some of the players testing game (even though helping in fixing bugs for their own class) comment on barbarian skills, which they don't even have on 50lvl or don't like to play.
I smell "make my class the best and nerf those that I don't play" business.

My opinion about new possible UM


I like the idea of UM being instant now and lower cool-down, that really improves game dynamic
Duration: I really see no reason for 10s 40% resistance with 220 mana cost. Seriously no offence, but did someone tested it ?
Why would anyone use it ?
UM should be
60% 1st lvl 11s mana 200
70% 2st lvl 12s mana 210
80% 3rd lvl 13s mana 220
90% 4th lvl 14s mana 230
100% 5th lvl 15s mana 240
Resistance on Cannot attack in description of UM is missing


My opinion about fulminating

Make it instant if its suppose to be burst damage boost. Target can get away now and 5s is too short to do anything about it except using spiritual blow.


My suggestion what else can be improved for barbarians

Wider or more skills bars (maybe two of them), it takes to much time to press 1,2,3,4,5,6,7,...100 and then F2 to switch to another bar with skills I am already dead or buffs are gone.


Also before summing up, maybe a bit sarcastic but sadly true:

After casting 1/3 of all my buffs (too many to list here) where UM is included I have 140 mana to cast 3/4 of the rest of my buffs and consequently no remaining mana for ANY skill like feint, kick or spring.

Not that many players play barbarian now, so less bugs are going to be spotted. This is a big note to barbarians, please test it!!!

I will also quote this nice movie where barbarian cannot do anything about warlock.
With the increased range that had the archers, with penalizing possessing these ... with the damage and the penalizing of speed, mana burn has a warlock, UM was broken? ... I think that the class is broken ... it's too easy to manipulate a warrior of a minimum range 20 meters

This is what happens to a barbarian without UM:

http://www.youtube.com/watch?v=5e6dvAgkmE4&feature=related

Are you sure that only UM is broken?


PS. Is there something broken with evades ? I was able to beat Ignean Orc Warrior, now evade, evade, evade, evade ;P
Do I need another buff like "Challenging roar" and all possible passive to dex, to be able to fight with mobs ?

frank1216
08-28-2010, 05:56 AM
Thank you enio ;)

And I think a nice move NGD, gives marksman now some more range than hunters :)

Thrik
08-28-2010, 07:35 AM
Well I was pleased today to see a change in the golem appearance. While the lvl5 golem appears cool, it seems to be outside the game's theme.

If you could trade the magma golem's appearance with the metal one, that would be hella sick!

the lvl1 and lvl5 are my least favorite. The lvl1 is a smaller version of yesterday's lvl5. And the lvl2-4 are really cool. I'd say the large fire golem is cool except it lacks a head. If its head was fire, that would be pretty wicked.

So to review:

Lvl1: Cute, and decent for a lvl1 summon
Lvl2: my favorite
Lvl3: Second favorite
Lvl4: Third favorite
Lvl5: Good, but outside the game's theme. Too 'high tech.' But I won't complain.

Kittypretty
08-28-2010, 07:51 AM
too high tech? yet we have soccer jerseys :P

Thrik
08-28-2010, 07:55 AM
Good point. Hrrmm

Well, do you at least see my point?

too high tech? yet we have soccer jerseys :P

Nahbi
08-28-2010, 08:31 AM
@necro, keep cool !! :D almost all the players in this game are not used to short burst of high bonus/ high protection ( think of the "old style" Ao1, or the mage barriers :D) we probably have to relearn the game mechanics..
but this wont mean that someone is dumb or stupid... just not used to :D

let us "retrain" :D and after we can say "i know kungfu!" again :D

i appreciate this response very much. i feel exactly the same way as you but i dont think that i could have said the same in the kind way that you have. +100 for keeping the forum civil and showing respect for all the players and their concerns

Topogigio_BR
08-28-2010, 09:28 AM
Good point. Hrrmm

Well, do you at least see my point?

It was not supposed to be a robot, it was much more like a headless knight.
I think the plan was to be much like that cartoon "Full Metal Alchemist"
But i agree it could be some less metal and some more creepy.
Maybe if NGD really cut off the head of lvl 5 golem. :)

Mashu
08-28-2010, 09:32 AM
It was not supposed to be a robot, it was much more like a headless knight.
I think the plan was to be much like that cartoon "Full Metal Alchemist"
But i agree it could be some less metal and some more creepy.

You mean less combination of Transformers and Power-rangers ?

:D

MalaTempora
08-28-2010, 09:55 AM
You mean less combination of Transformers and Power-rangers ?

:D

they (Neverland GoDs)
told us (poor mortals) that grafix , stats and almost all in summons are not
the final ones...

Conjurers now appear more more funny (to me that i've not a conju :D)

ncvr
08-28-2010, 10:22 AM
[...]
k.

It really was just an observation with absolutely no attack intended (note that I say "intelligent usage of skills", not anything else), but whatever. They're words on the internet. The only way they can affect you is if you choose to be affected by words on the internet.

I'll stand by my point. While I agree that skills like Fulminating and UM should have no GCD and be instant cast to maintain a fluid combat experience for warriors, a lot of people here are not doing proper "research" before forming their arguments. UM and Fulminating are short, but they also have extremely short cooldowns. They are on-par with SotW and hawk's gaze, but archers don't have the luxury of being able to constantly recast.

Skills like this exist already. You wouldn't mindlessly waste SotW, steel skin, SK or sanctuary today. Casting UM when no one's focusing on you or casting fulminating while still trying to get to your target is just as bad as SKing on full hp. Yet people still do it, and people still try to make the point that it is weak when they use it recklessly and wastefully like that.

Mashu
08-28-2010, 10:36 AM
Conjurers now appear more more funny (to me that i've not a conju :D)

Dude our conjurers say that they're going to drop summons :P

The transformer with pot for pasta on the head !!! :D

Thrik
08-28-2010, 10:54 AM
Honestly, there's really no need for summoning if you're devoted to support. I only use summons to grind loot. I've tested the warju build and it seems okay.

Dude our conjurers say that they're going to drop summons :P

The transformer with pot for pasta on the head !!! :D

ice_zero_cool
08-28-2010, 11:04 AM
I'd rather CCs have damage limits before breaking.

For example, as soon as any dmg is dealt to the target, stun breaks.
When the target loses 20% of their max hp during one immobilize, immobilize breaks.
When a target loses 30% of their max hp, dizzy and confuse break.
When a target loses 40% of their max hp, knock breaks

better than Mikan's idea imo^^ but I still don't think it's necessary to change the ccs

Lucky_Luke
08-28-2010, 11:09 AM
http://daemon.pl/RO/screenshot 2010-08-28 11_05_13.jpg

Is this supposed to be fixed now?

Darcyeti
08-28-2010, 11:44 AM
I like the new summons somehow, but in my opinion the new metal golem looks like a watering can.

_Enio_
08-28-2010, 11:47 AM
I like the new summons somehow, but in my opinion the new metal golem looks like a watering can.

Agreed, i dont like it either, the other lvl 1 - 4 are awesome but the lvl 5 version should look a bit less dumb :P Looks like coming from a junk yard..

Dannboy
08-28-2010, 11:54 AM
Agreed, i dont like it either, the other lvl 1 - 4 are awesome but the lvl 5 version should look a bit less dumb :P Looks like coming from a junk yard..

Picture of the watering can, please?
I cant have a lv 5 golem with my conju yet :/
Edit: I found a picture in the Spanish forum. I think it looks awesome :D

Turiviel
08-28-2010, 12:02 PM
yay sounds like something new ;D
time to check it all.. but huh
when it will be on horus?

Creror
08-28-2010, 12:49 PM
In my opinion they should make that watering can golem be the lvl 1 golem and the magna golem be the lvl 5 one.

And, please NGD please! Screw that ugly and stupid lich,
I want the incorporeal back!
Not because they could do double-hits, no, but because they looked just cool! :crying1:

.

doppelapfel
08-28-2010, 12:57 PM
Still got the problem that sometimes i dont see any attackanimations and get no attacks in my log.

blood-raven
08-28-2010, 01:00 PM
Still got the problem that sometimes i dont see any attackanimations and get no attacks in my log.

i have that with knocks, if i knock someone he just keep standing up.

edit: i also had this with a lock a couple of stages ago, he was just standing infront off me but my logg showed me he was attacking me.
also i had the bug when you are killed, respawn and attacked again you lay down on the ground like you are dead with full health bar, can't turn or anything, i could not make a vid since i don't have the right program, also there are numerous of different visual buggs like this.

for example: if you are knocked and you select another enemy while being knocked you see yourself standing up and preparing to attack.
another: bug with forced dismount, i dismounted someone and he floated on the ground in riding position xD was funny.

regards

Zordak
08-28-2010, 01:11 PM
The new summons are funny. And it feels a lot more like a "conjurer" since youre able to have several in parallel.

The numbers still need tweaking though: Every summon spell costs around 500 mana. Even the 10s duration "imps". Those are melee creatures that even need to get to their target.
I have not looked at it deep enough to see if their damage compensates for this, but from the numbers i have seen the spell needs some tweaking.
How about making some of the summons nondamaging, but either supportive or CC-based? Like a zombie holding you back so you are slowed down (immobilized?) until it is killed? Or a sprite (or sth less cute, just needed an example) that adds a regen effect to an ally, again until it is killed.

Changing the whole tree to rather short duration spells - not prebuffable spells - makes the class even more prone to the effect of confuse. This skill needs to be adressed before the update.

Z.

ps: i imagined imps as small-scale gargoyles rather than goblors. You wouldnt mind changing that, would you? =)

Creror
08-28-2010, 01:14 PM
ps: i imagined imps as small-scale gargoyles rather than goblors. You wouldnt mind changing that, would you? =)

Well, that would be very better than goblors. I mean, goblors are not as magic as gargoyles, mummies, golems, ghosts, and so one ...

Apropos ghosts ... hope they will change the lich back to the incorporeal ...

Inkster
08-28-2010, 01:19 PM
BUG FIX: Now Characters cannot Evade, Block or Resist when knocked down or stunned.

About time to!

von1958
08-28-2010, 01:26 PM
with all these new instances type of spells. it would be nice if we could have a bigger quick bar , like a second row so if we hit shift and the say 3 button it would work the top bar. where just hitttin the 3 button would work the lower bar. this to me would seem to make game play alot smoother

Creror
08-28-2010, 01:53 PM
with all these new instances type of spells. it would be nice if we could have a bigger quick bar , like a second row so if we hit shift and the say 3 button it would work the top bar. where just hitttin the 3 button would work the lower bar. this to me would seem to make game play alot smoother

You mean like zis? (http://i223.photobucket.com/albums/dd12/Der13Vorbote/World%20of%20Warcraft/WoWScrnShot_082810_154152.jpg)

Yeah, +1, knights will have so much auras and buffs, only one row isn't enough. I know, you can just use the second row, but switching between the two is a little bit annoying in the heat of the battle.

Zas_
08-28-2010, 02:03 PM
You mean like zis? (http://i223.photobucket.com/albums/dd12/Der13Vorbote/World%20of%20Warcraft/WoWScrnShot_082810_154152.jpg)

Yeah, +1, knights will have so much auras and buffs, only one row isn't enough. I know, you can just use the second row, but switching between the two is a little bit annoying in the heat of the battle.

There's a suggestion thread about UI improvements there (http://www.regnumonline.com.ar/forum/showthread.php?t=64003).

I think the best way to ease access to spells in the heat of the battle is keyboard shortcuts, made fully configurable (any key/mouse combo to any action).
Though extra optionnal spellbars is needed too.
A nice improvement would be to allow any number of spellbars at user-defined position, and with any number of slots. Since every user behaves on its own, let them choose how they prefer to play (reduce frustration of one UI for all).

HuntShot
08-28-2010, 02:09 PM
with all these new instances type of spells. it would be nice if we could have a bigger quick bar , like a second row so if we hit shift and the say 3 button it would work the top bar. where just hitttin the 3 button would work the lower bar. this to me would seem to make game play alot smoother

I have requested this like a million times :/

Creror
08-28-2010, 02:12 PM
There's a suggestion thread about UI improvements there (http://www.regnumonline.com.ar/forum/showthread.php?t=64003).

I think the best way to ease access to spells in the heat of the battle is keyboard shortcuts, made fully configurable (any key/mouse combo to any action).
Though extra optionnal spellbars is needed too.
A nice improvement would be to allow any number of spellbars at user-defined position, and with any number of slots. Since every user behaves on its own, let them choose how they prefer to play (reduce frustration of one UI for all).

I don't want to make party advertising, but Guild Wars had find a very good solution, that you can change the UI completly like you want it, e.g. position and size of the health-/mana-bar, if you want to see the exact value of these, where your spells are, and so one.

I do not know so much about programming, but I can imagine that something like that could be very difficult to programm, but I know that NGD can do it. :) It must not be 100% like giuld wars and wow (and i hope so) but when the UI is in a way like that, it would be very good for regnum.

ncvr
08-28-2010, 02:17 PM
I don't want to make party advertising, but Guild Wars had find a very good solution, that you can change the UI completly like you want it, e.g. position and size of the health-/mana-bar, if you want to see the exact value of these, where your spells are, and so one.

I do not know so much about programming, but I can imagine that something like that could be very difficult to programm, but I know that NGD can do it. :) It must not be 100% like giuld wars and wow (and i hope so) but when the UI is in a way like that, it would be very good for regnum.
There are several independent third party addons for WoW and other games which allow you to do that as well. It shouldn't be particularly difficult.

doppelapfel
08-28-2010, 02:41 PM
Because of the speed nerf for warriors and arcchers the spells slow and mind push are very strong now, maybe they need a nerf. Just try out lvl 5 slow against a warrior, its funny, then add mind push and static field and it becomes sad lol. Same goes for dl, but well, its a warrior spell, not that bad imo.

NotScias
08-28-2010, 02:48 PM
and mind push are very strong now, maybe they need a nerf.

Do you know how hard it is to land a Mind Push wthout being hit/knocked by the melee ?

ice_zero_cool
08-28-2010, 02:54 PM
Do you know how hard it is to land a Mind Push wthout being hit/knocked by the melee ?

I've done this a thousand times, it's not (that) difficult

doppelapfel
08-28-2010, 03:04 PM
Do you know how hard it is to land a Mind Push wthout being hit/knocked by the melee ?

Not hard. Its easy to slow single targets and even groups. I sometimes get a roar after using mind push but ive never been knocked whil eusing it, its got a nice range. When the positioning problems on amun are fixed it will be even easier.

Mashu
08-28-2010, 04:27 PM
Do you know how hard it is to land a Mind Push wthout being hit/knocked by the melee ?

Its true Scias now those spells are OP, because of mentioned nerfs to warrior.

I've done this a thousand times, it's not (that) difficult

Yes, especially that mind push is ranged and hit/knock is not.

plunder
08-28-2010, 05:05 PM
I'd really like to test these changes, but having a Ra character named Plunder prevents from testing out my Warlock (named Plunder)

I heard what you guys did to Soulkeeper though.. wow?

nerf list:
Sultar
Soulkeeper
Meteor
Time Master
Cast speed (my thang..)
(wow alls my fav spells)

boost list:
Frozen storm
(wow thanks)
---------
Is there something I'm missing, I can't test.. so I'd like to know
It seems pretty grim for the lock, who was "the most balanced class" according to some people on my mumble

Minorian
08-28-2010, 06:08 PM
---------
Is there something I'm missing, I can't test.. so I'd like to know
It seems pretty grim for the lock, who was "the most balanced class" according to some people on my mumble

Its true most people were happy with them before, but now that everyone has had normals nerfed, locks have to go down too.

Meteor was insane, low CS, high range, high damage, and a dizzy, was a good bit OP.

And, cs in its previous form was slightly flawed and OP, so that was an obvious one.

Sultar decided battles, that needed a nerf.

Soulkeeper in its new form is fine, it just takes some smarts to know when/who to use it on.

Time Master was an escape spell in most cases, and I think alot of people (mainly warriors) found it more of a harm to them.

So, all of the changes are quite justified, and quite balanced too.

PT_DaAr_PT
08-28-2010, 06:08 PM
Ok, when Horus was down there were many people on Amun to perform a Fort war simulation and these are my observations while playing a support knight:

-Protect ally: It needs to be instant, or if you think that it really has to have a casting time then atleast 0.5 secs, it's impossible to dispell moving allies, normaly those that are dizzied/confused that always backpedal for safety reasons. Also what range does it have? it's not shown in the description, but a nice 2m range like Shield Bash would fit well.

-Shield wall/Star's shield: Its range is simply too short, even when I was near allies I was mostly casting on thin air, rarelly even catching 2 people. Look at Off With Their Heads!! on the Live servers, its range is 10m and that's how these type of Auras should be(I'd also include Onslaught for this change). Also the 10 second duration feels very low, I for instance prefer Rapid Shot at level 2, because level 1 gives only 10 secs, level 2 gives 15 secs which gives a more satisfying feeling and experience, yes a 5 second diference can do that.

-Rigorous Preparation: It doesn't really feel worth skilling for it because of the really high mana cost to just make your opponent have +30 miss chance and -18% critic chance. Maybe highering the critic chance malus and adding a hit chance malus would do good.

-Defensive stance: It definatly should have an infinite duration, I had the chance to tank the GC at Samal and I felt really helpful doing it, except for the part in where the duration was almost at the end and I was not able to recast it because if I did the spell would deactivate and I'd have to wait 5 seconds to reactivate, really not good.

-Troll's Skin: Again I had to log off while its duration was still on, I only used it for like 70 seconds and the 200 seconds that I will have to spend waiting once I log back again is going to be a pain. -.-



That's what I got for now, I hope I was helpful with my observations.


Here's a pic of me on Amun, where I had a chance to make my own army, here are a few of them:
http://img821.imageshack.us/img821/7990/screenshot2010082816364.png

Mashu
08-28-2010, 08:08 PM
I heard what you guys did to Soulkeeper though.. wow?


Well taking 3k HP, there is something wrong with that spell.

Barya
08-28-2010, 08:16 PM
Guys from NGD!

Nerfing Heal ally is too much, please take a look on it.
When Heal(5) is healing less then 800...

It makes Barbarians and Warlocks untargeted cause of low HP and low cost of 1 HP (low armor, no protective spells).
It makes low level characters untargeted cause of low HP. WarZone will completely became 45+ only

Make please minimal amount for Heal Ally at least on 3-5 levels.
IMO it should be current heal ally minus 100, i.e. 800 minimal healing at Heal(5).

Pnarpa
08-28-2010, 08:39 PM
Well taking 3k HP, there is something wrong with that spell.

1k HP... and soulkeeper (on Amun) is very hard to use in war, because you either have to freeze or put darkness on the target. Otherwise it's just a quick dispel. And I'm also not happy with yet another DoT... I wish locks had more spells that would deal damage immediately after impact.

But I agree, soulkeeper was too powerful. Stealing that big chunk of health was too much of a safety.

Kaixo
08-28-2010, 08:47 PM
spells - not prebuffable spells - makes the class even more prone to the effect of confuse. This skill needs to be adressed before the update.
Exactly, the most overpowered skill and 10 stages later...

with all these new instances type of spells. it would be nice if we could have a bigger quick bar , like a second row so if we hit shift and the say 3 button it would work the top bar. where just hitttin the 3 button would work the lower bar. this to me would seem to make game play alot smoother
+1.
I wrote a suggestion in the spanish forum 1.5 years ago.

ethil
08-28-2010, 09:09 PM
hi, I found a sort of bug with the trainer, I was trying a few setups on amun when suddendly I wasn't allow to decrease spells level (they weren't at lv0 ¬¬)

UmarilsStillHere
08-28-2010, 09:56 PM
I wish locks had more spells that would deal damage immediately after impact.


I wish barbs had the same ... in the current balance many are considering dropping SC/Beast Attack as 'useless' so for power attacks that leaves the main damage dealer class with erm ... Ill get back to you on that one ...

Topogigio_BR
08-29-2010, 12:06 AM
1k HP... and soulkeeper (on Amun) is very hard to use in war, because you either have to freeze or put darkness on the target. Otherwise it's just a quick dispel. And I'm also not happy with yet another DoT... I wish locks had more spells that would deal damage immediately after impact.

But I agree, soulkeeper was too powerful. Stealing that big chunk of health was too much of a safety.

well if a lock has 2,5 or near 3k hp it is safe. But with near 2k hp it is quite dangerous spell.
Plus no reason for sk cant work in mobs.
Mages should have plenty of mana, cos they dont have good normals, sk they it is in amun great limit the way locks can have mana.

Gabburtjuh
08-29-2010, 12:39 AM
i object, skill sm and you got normals.

TheMessenger
08-29-2010, 02:49 AM
i object, skill sm and you got normals.

yea 250norms on an unbuffed target...100-150 on a buffed.

Pnarpa
08-29-2010, 07:59 AM
i object, skill sm and you got normals.

It doesn't matter if you get high normals or not. Using staff mastery isn't a fun way of playing a lock/mage. It's just point and kill.

blood-raven
08-29-2010, 08:17 AM
It doesn't matter if you get high normals or not. Using staff mastery isn't a fun way of playing a lock/mage. It's just point and kill.

it's great when you want to show your mommy you killed someone without spells!

anyway, locks should stay spell basses so the nerves of sultar are a bit extreme, u made a OP spell in a almost useless one, could'nt you just put it back on 8 sec on 5 and make it not stackable, i don't get it what is not 'elegant' about this solution i don't even get your idea of 'elegance', randomness does not equals elegance, it works and all players would be happy about it.

Topogigio_BR
08-29-2010, 09:52 AM
it's great when you want to show your mommy you killed someone without spells!

anyway, locks should stay spell basses so the nerves of sultar are a bit extreme, u made a OP spell in a almost useless one, could'nt you just put it back on 8 sec on 5 and make it not stackable, i don't get it what is not 'elegant' about this solution i don't even get your idea of 'elegance', randomness does not equals elegance, it works and all players would be happy about it.

Is not exactly the nerf to sultar that i am worried. Is the nerf to SK that worried me most.
SK is a defensive+offensive spell, and it helps a lot to maintain locks mana.
With SK not being able to act in mobs, as also servant cant, most of locks ways to maintain mana is gone is very hard to maintain mana with just vampirism+ambitious.

Topogigio_BR
08-29-2010, 09:54 AM
Remove speed debuff of focus, no need of -25% speed debuff, when all you can get is 10% speed bonus.

HuntShot
08-29-2010, 12:49 PM
I saw the new paintings on amun are MUCH more expensive??

Why? cant we keep the prises like they are now??

AntibioTsu
08-29-2010, 01:54 PM
I saw the new paintings on amun are MUCH more expensive??

Why? cant we keep the prises like they are now??

Interesting... that didn't show up on the changes list :tsk_tsk:

PT_DaAr_PT
08-29-2010, 01:59 PM
He's Lying, they still have the same prize.

Myxir
08-29-2010, 02:37 PM
take a look on it.
When Heal(5) is healing less then 800...
The +20% heal is a joke, imo.
First it is not enough life, even if you consider that there might be more support conjurers.
Will it also affect the reward of rp/xp?

Gytha_Ogg
08-29-2010, 02:48 PM
The +20% heal is a joke, imo.
First it is not enough life, even if you consider that there might be more support conjurers.
Will it also affect the reward of rp/xp?

Possibly...if I heal you a little bit between your hits, some of those hits will be normals and I'll get some rp/xp for those. Plus, if I do all that before giving you any mana, you're more likely to hit normals, and I'll get more reward.

Sounds like a win-win for me. Unless you go and die or something.

Darcyeti
08-29-2010, 03:22 PM
Someone calculated how much a gem carrier would get with one heal[5] ?

AntibioTsu
08-29-2010, 03:35 PM
Someone calculated how much a gem carrier would get with one heal[5] ?

Not to mention Guard Captains...

UmarilsStillHere
08-29-2010, 03:45 PM
He's Lying, they still have the same prize.

Or maybe he was just looking at dyes on mages rather than paints on everyone else, wouldent be the first time someone did that then shouted about it on the forum.

As for the huge heals a GC or gem carrier would get from just one heal[5] a limit on how much HP it can give would help. No more than 1k for example.

AntibioTsu
08-29-2010, 04:23 PM
As for the huge heals a GC or gem carrier would get from just one heal[5] a limit on how much HP it can give would help. No more than 1k for example.

Knowing how NGD usually reacts to "proposals of capping", the answer would be that it isnt an elegant solution.

I just find it wrong to make Heal Ally a purely percentual skill and would much rather like to see it have fixed and percentual healing power, so that it would benefit warriors the most, but not neglect the mage and archer classes.

Immune
08-29-2010, 04:27 PM
The +20% heal is a joke, imo.
First it is not enough life, even if you consider that there might be more support conjurers.
Will it also affect the reward of rp/xp?

I think that if the way heals are now stay this way, there should be a passive that boosts them. Ie, a passive in the life tree that increases the amount of life restored by all healing spells by (10, 15, 20, 25, 30)%. So if a heal would normally restore 650, with lvl 5 passive it would restore 845. (195 = 30% of 650.) This way people can still have high healing rates as their used to, just at the expense of extra points.

OR give a guaranteed added amount to instant heals, like +100 - 300 extra hp in addition to the percentages.

Pnarpa
08-29-2010, 04:33 PM
You can call it what you want. Heal ally got nerfed. The same costs and cooldown for less health. Healing lower levels isn't worth the mana or cooldown. I still hope changes will be made to conjurers other than the summon tree.

chilko
08-29-2010, 04:51 PM
I saw the new paintings on amun are MUCH more expensive??

Why? cant we keep the prises like they are now??

what new paintings?
if any price has changed it's a bug.

AntibioTsu
08-29-2010, 04:51 PM
You can call it what you want. Heal ally got nerfed. The same costs and cooldown for less health. Healing lower levels isn't worth the mana or cooldown. I still hope changes will be made to conjurers other than the summon tree.

This is true.

NGD's new update on summons did nothing for support conjurers; it only nerfed warjus by messing with the Summon tree which no support conju even skills.

So far there are still problems to fix about this class, namely mana costs and the infamous Confuse skill.

Please, don't forget about the "lubricants of RO" :/

Gytha_Ogg
08-29-2010, 05:22 PM
...Please, don't forget about the "lubricants of RO" :/

:huh: Uhh, wut?

AntibioTsu
08-29-2010, 05:31 PM
:huh: Uhh, wut?

Conjurers are one of the most important classes in Regnum
They are a big "lubricant" of the gameplay "engine".

We are not trying to nerf conjurers.


From here :p http://www.regnumonline.com.ar/forum/showthread.php?t=63972

(Sorry... I just loved the sentence and had to use it somewhere :superpusso:)

ieti
08-29-2010, 07:10 PM
Tsuk you play "lubricant" too you know... :jacky_chun:

Aasiora-Leif
08-29-2010, 07:44 PM
In my opinion, Heal Ally shouldn't have been changed from static heals to percentage. By changing into a percentage, many issues arise such as healing Guard Captains or healing gem carriers. As someone said before, these changes might be fit for Ra, but Horus is not yet ready. Also, the nerf on Heal Ally has another indirect effect on wars: many conjus have already said that they would think twice about healing lower levels. Why should we use 200 mana to heal 500 or less health on a lower level player when I can heal others with a higher value. Personally, I will think twice about healing mages in general because I can only heal 600 hp on a lvl 50 conju/lock.

I'm not sure if NGD feels that the damage nerf and hp increase on all classes will make the percentage Heal Ally effective, but it does not. When horus was down and all of us were on Amun, we had a series of wars on the testing server and Heal Ally is not enough to keep some players alive. Not to mention, the mana cost and cooldown. I could understand if you made heal ally a percentage AND lowered the mana cost/cooldown, but you didn't; NGD kept the same mana cost values and cooldown. Maybe NGD feels that now that Mana Communion has been moved to the Mana Control discipline, that mana problems will be fixed, but they are not. Many of us would shut up about heal ally if mana cost and cooldown was lowered (if even just a little bit). Maybe that's not "elegant" enough for NGD, but it's the perfect fix that none of us object to.

With all due respect, it's funny that NGD has a topic on the general forums named "We Are Not Nerfing Support Conjus".

Myxir
08-29-2010, 07:52 PM
In my opinion, Heal Ally shouldn't have been changed from static heals to percentage. By changing into a percentage, many issues arise such as healing Guard Captains or healing gem carriers. As someone said before, these changes might be fit for Ra, but Horus is not yet ready. Also, the nerf on Heal Ally has another indirect effect on wars: many conjus have already said that they would think twice about healing lower levels. Why should we use 200 mana to heal 500 or less health on a lower level player when I can heal others with a higher value. Personally, I will think twice about healing mages in general because I can only heal 600 hp on a lvl 50 conju/lock.

I'm not sure if NGD feels that the damage nerf and hp increase on all classes will make the percentage Heal Ally effective, but it does not. When horus was down and all of us were on Amun, we had a series of wars on the testing server and Heal Ally is not enough to keep some players alive. Not to mention, the mana cost and cooldown. I could understand if you made heal ally a percentage AND lowered the mana cost/cooldown, but you didn't; NGD kept the same mana cost values and cooldown. Maybe NGD feels that now that Mana Communion has been moved to the Mana Control discipline, that mana problems will be fixed, but they are not. Many of us would shut up about heal ally if mana cost and cooldown was lowered (if even just a little bit). Maybe that's not "elegant" enough for NGD, but it's the perfect fix that none of us object to.

With all due respect, it's funny that NGD has a topic on the general forums named "We Are Not Nerfing Support Conjus".

Agreed. Except for the point that this change might fit on Ra.
I see no reason for the Heal Ally nerf. I think it makes things worse. Nobody will heal lower leveled people and mages will receive heals rather rare I think.

Pnarpa
08-29-2010, 08:06 PM
In my opinion, Heal Ally shouldn't have been changed from static heals to percentage. By changing into a percentage, many issues arise such as healing Guard Captains or healing gem carriers. As someone said before, these changes might be fit for Ra, but Horus is not yet ready. Also, the nerf on Heal Ally has another indirect effect on wars: many conjus have already said that they would think twice about healing lower levels. Why should we use 200 mana to heal 500 or less health on a lower level player when I can heal others with a higher value. Personally, I will think twice about healing mages in general because I can only heal 600 hp on a lvl 50 conju/lock.

I'm not sure if NGD feels that the damage nerf and hp increase on all classes will make the percentage Heal Ally effective, but it does not. When horus was down and all of us were on Amun, we had a series of wars on the testing server and Heal Ally is not enough to keep some players alive. Not to mention, the mana cost and cooldown. I could understand if you made heal ally a percentage AND lowered the mana cost/cooldown, but you didn't; NGD kept the same mana cost values and cooldown. Maybe NGD feels that now that Mana Communion has been moved to the Mana Control discipline, that mana problems will be fixed, but they are not. Many of us would shut up about heal ally if mana cost and cooldown was lowered (if even just a little bit). Maybe that's not "elegant" enough for NGD, but it's the perfect fix that none of us object to.

With all due respect, it's funny that NGD has a topic on the general forums named "We Are Not Nerfing Support Conjus".

I agree with this. Let's hope there will be more changes that actually solve the problems conjurers have.

doppelapfel
08-29-2010, 08:33 PM
About gem carriers and gcs:
Make heal ally heal 25% of base hp (like dmg bonus or speed bonus). This would mean gem carriers would get the same number of hp as without the gem. 25% instead of 20% to make up for the heal we lose if hp boni would not be taken in. Gcs could simply get like 3k base hp and a passiv with some thousand % extra hp.

NotScias
08-30-2010, 04:40 AM
I (now) honestly think that Heal Ally needs a nerf, because the overall damage got nerfed and knights auras and armors got improved/fixed.
With these new modifiers, 900 hp heal in one shot would have been OP imo BUT I think it's stupid to make it % based, because of tons of issues many mentioned before, and problems with low levels (and why should a spell result be based on the target's attributes ?).
And the cooldown and mana cost of Heal Ally haven't been reduced tho, which is another problem...

Personally I wouldn't mind a +600 Heal Ally with slightly lower CD and lower mana cost.

Shwish
08-30-2010, 06:21 AM
Foresight: ranged increased to 10 to 20% from level 1 to 5
Parabolic shot: duration increased to 15-30 seconds. Range reduced 20 to 25%. (more range to marksmen less range to hunter)


i just noticed this part now

:wub2:

Thrik
08-30-2010, 07:20 AM
Behave you two. :guitar:

Tsuk you play "lubricant" too you know... :jacky_chun:

Shwish
08-30-2010, 07:40 AM
Please, don't forget about the "lubricants of RO" :/

That explains why Syrtis needs so much "lubricant"

UmarilsStillHere
08-30-2010, 08:16 AM
i just noticed this part now


Well we have been suggesting it for years :p

Yeah we have a fair ammount of lube, but it spends most of its time around Vesper :imstupid:

Myxir
08-30-2010, 08:48 AM
Another point that is very old and could get "fixed" now during the blanance changes:
Compare Spell Elude and Son of the Wind.
Sotw gives +1500 spell resistance and you don't resist 100% of the spells by far.
Spell Elude is something like 50 or 65 on level 5.
I think it can be called broken by design. Spell Elude could have something around 33-40% of Sotw on 5 imo.
Some duration tweaks and it's good.

Shwish
08-30-2010, 08:52 AM
Yeah we have a fair ammount of lube, but it spends most of its time around Vesper :imstupid:

This Vesper character must have one tight hole

Pnarpa
08-30-2010, 08:53 AM
This Vesper character must have one tight hole

It's the other way around...

I'll stop going off topic now.

AntibioTsu
08-30-2010, 10:57 AM
Another point that is very old and could get "fixed" now during the blanance changes:
Compare Spell Elude and Son of the Wind.
Sotw gives +1500 spell resistance and you don't resist 100% of the spells by far.
Spell Elude is something like 50 or 65 on level 5.
I think it can be called broken by design. Spell Elude could have something around 33-40% of Sotw on 5 imo.
Some duration tweaks and it's good.

If Spell Ellude is changed to an useful buff, then it's only fair for Sadistic Guards to also be changed to an useful debuff. Atm it decreases 50 spell resistance on the target (lvl 5), which is even less than Protection Dome's bonus is on lvl 5 (and it's an aura).

Sadistic Guards is one of those spells that would be very useful to Warlocks if it provoked reliable effects, or at least with high chance of working.

Topogigio_BR
08-30-2010, 11:41 AM
I (now) honestly think that Heal Ally needs a nerf, because the overall damage got nerfed and knights auras and armors got improved/fixed.
With these new modifiers, 900 hp heal in one shot would have been OP imo BUT I think it's stupid to make it % based, because of tons of issues many mentioned before, and problems with low levels (and why should a spell result be based on the target's attributes ?).
And the cooldown and mana cost of Heal Ally haven't been reduced tho, which is another problem...

Personally I wouldn't mind a +600 Heal Ally with slightly lower CD and lower mana cost.

Agree with, this. I think all changes in game makes ppl less heals dependent.

Topogigio_BR
08-30-2010, 11:47 AM
If Spell Ellude is changed to an useful buff, then it's only fair for Sadistic Guards to also be changed to an useful debuff. Atm it decreases 50 spell resistance on the target (lvl 5), which is even less than Protection Dome's bonus is on lvl 5 (and it's an aura).

Sadistic Guards is one of those spells that would be very useful to Warlocks if it provoked reliable effects, or at least with high chance of working.

Also agree with this. I think we need a good revamp in all this buffs and debuffs that are not directly related to damage and cc spells.
Spells that can be so cool like spell elude and sadistic guards are left aside cos they dont do really good bonus, or at least the mana cot/cd make then not worhtly.

Healerous
08-30-2010, 12:27 PM
I (now) honestly think that Heal Ally needs a nerf, because the overall damage got nerfed and knights auras and armors got improved/fixed.
With these new modifiers, 900 hp heal in one shot would have been OP imo BUT I think it's stupid to make it % based, because of tons of issues many mentioned before, and problems with low levels (and why should a spell result be based on the target's attributes ?).
And the cooldown and mana cost of Heal Ally haven't been reduced tho, which is another problem...

Personally I wouldn't mind a +600 Heal Ally with slightly lower CD and lower mana cost.

totally agree - lower cd, lower mana costs - cant be that u run out of mana just because of healing :/

Topogigio_BR
08-30-2010, 12:34 PM
I notice one think, with more petless hunters and increase to marks range, hunter will use even more arrows.
The arrows price to maintain war is enormous, in live server i already see to many archers complaining about arrows costs, in amum its even worst.

Lower de arrow costs. Plus remove attack speed of boss arrows and make than daily respawn a certain amount of arrows even if is like 3-5k a day.

Bidinger
08-30-2010, 01:48 PM
Arrow costs are high, but I'm grinding a conjurer so I can deal with the cost. The bigger problem I see is mana for marksmen. Attack speeds have been increased again, making recharged arrows cost even more. At 2 seconds per shot, a slow bow with 0% attack speed bonus will spend 600 mana per minute with constant shooting. That's the BEST case scenario.

However, NGD wants us to use faster weapons, which means using more mana (and arrows). They've increased speeds several times and then they want us to use fast bows with the same costs per shot as it has been for at least as long as I have been playing (about a year).

There is probably a lot more to be done with this update. I hope arrow cost and recharged arrows will be looked at.

/me attempts this odd concept of "patience"

Myxir
08-30-2010, 03:05 PM
If Spell Ellude is changed to an useful buff, then it's only fair for Sadistic Guards to also be changed to an useful debuff. Atm it decreases 50 spell resistance on the target (lvl 5), which is even less than Protection Dome's bonus is on lvl 5 (and it's an aura).

Sadistic Guards is one of those spells that would be very useful to Warlocks if it provoked reliable effects, or at least with high chance of working.

Of course. You are right. I play a warlock myself but I do not know all the spells.
Yeah, it should be done.

doppelapfel
08-30-2010, 03:53 PM
Another point that is very old and could get "fixed" now during the blanance changes:
Compare Spell Elude and Son of the Wind.
Sotw gives +1500 spell resistance and you don't resist 100% of the spells by far.
Spell Elude is something like 50 or 65 on level 5.
I think it can be called broken by design. Spell Elude could have something around 33-40% of Sotw on 5 imo.
Some duration tweaks and it's good.
Imo this spell should be replaced by sth completly different. As we see from all +resist and +evade spells the formulas dont allow spells with a small nice bonus, either you dont notice anything or it has a huge effect like new escaptist, sotw or all -hc spells together.

Llayne
08-30-2010, 06:20 PM
Make new UM 15 seconds like you did for army of one please.

doppelapfel
08-30-2010, 08:48 PM
Make new UM 15 seconds like you did for army of one please.

15 seconds are too much with resist against cannot attack and the much lower speed. Give it 100% resist and lower some slow downs (slow, mind push, disable limb). mana costs of um may need a change but the duration is fine imo, something longer would be very very hard if not impossible to counter.

Barya
08-30-2010, 09:13 PM
UM percentage mechanism is wrong. If its 100% and 100% duration its OP.
If not, its "stoppable madness".

"Each time barbarian get knock its resistance raises up till 100%" may be the right way to think about.

Firstly, need to do main - remove any visible effects from UM, its ultimates, why this looks like black mark "hit this guy".

New UM eats aroun 1.5 times more mana, FIX it please.

With such bad CC system im very surprised how even old 90% UM was working... ye it useful only at doors but it had its use.

When you are making percent of non-working, then at getting row CC chances are collecting according to Puasson law. So if its 10% of break, then it will break mostly at 7-8 row. 4-5 row will be enough for 1/2 broke, which is happend many times.

Pimousse
08-30-2010, 09:15 PM
Make new UM 15 seconds like you did for army of one please.

I agree, 10 sec are really too short. 15 seems good. And lower mana cost too. Barbarians have soo many buffs, and one more now and a 10 sec duration UM. With this cost, hard to use to times in a row (what is necessary for short buff duration like this)...

_Enio_
08-30-2010, 09:22 PM
15 seconds are too much with resist against cannot attack and the much lower speed. Give it 100% resist and lower some slow downs (slow, mind push, disable limb). mana costs of um may need a change but the duration is fine imo, something longer would be very very hard if not impossible to counter.

I agree, 15s would probably be too long.

However UM should have 90% resist rates on evry level with varying durations. Atm i feel forced to lvl4/5 it since 40-60% resist rates just isnt worth using mana on, especially when its timed and your doomed to get many spells on it by accident.

ice_zero_cool
08-30-2010, 09:54 PM
15 seconds are too much with resist against cannot attack and the much lower speed. Give it 100% resist and lower some slow downs (slow, mind push, disable limb). mana costs of um may need a change but the duration is fine imo, something longer would be very very hard if not impossible to counter.
completely agree :) 15 secs are too long. with 100% resist the 10 secs are ok!

However UM should have 90% resist rates on evry level with varying durations. Atm i feel forced to lvl4/5 it since 40-60% resist rates just isnt worth using mana on, especially when its timed and your doomed to get many spells on it by accident.
how about 90% - 100% from 1 to 5? :D

Pimousse
08-30-2010, 09:55 PM
I agree, 15s would probably be too long.

However UM should have 90% resist rates on evry level with varying durations. Atm i feel forced to lvl4/5 it since 40-60% resist rates just isnt worth using mana on, especially when its timed and your doomed to get many spells on it by accident.

Yeah lvl2 UM -> 3 sec duration ....