View Full Version : 'The' final balance update!
HuntShot
07-31-2011, 12:28 AM
So, everybody claims theyre waiting for 'that' ballance update.. But nobody is specifically saying what he/she means by saying that. So now the question to you all.. on what kind of 'That' update are you waiting, and how the hell will you know it's 'That' update, don't you have to test it first.. like a week so almost every possible move, combo or skill setup has been used?
Tell meh...
Minorian
07-31-2011, 12:43 AM
Not necessarily balance update, just an update in general that restores the fun in the game, unless I`m mistaken.
MalaTempora
07-31-2011, 01:07 AM
As i said on suggestions I want solidity of players
Seher
07-31-2011, 01:09 AM
Short CCs
No absolute damage reduction via armor
Definition of hunters
edit: Oh yeah and old saves, of course. No need to mention it, it's obvious. :P
Then we can talk about additional features, interesting new spells, etc.
NotScias
07-31-2011, 01:58 AM
I would like to see some or all of those in the next balance update
-- Overall :
* Make Intelligence affect spell damage (or heals)
* Decrease overall attack speed (esp for barbs) or nicely cut CCs durations
* Cut durations of Confuse and Darkness
* Make per-class WM skills
* Old saves back
* Lower fort walls
-- Barbs :
* Move feint to a knight-only tree (already planned by NGD)
* Replace it by a non-slowing spell (unlike planned by NGD)
* Cut kick's duration and/or give it higher cd/cast time
* Give cast time (0.5/1) to SC
-- Archers :
* Nerf parabolic shot (less range)
-- Marks :
* Make evasion tree hunter-only
* Give Strategic Position to hunters only (swap with Death Sentence (?))
-- Locks :
* Faster SK (current one is bugged and insanely slow)
* Improve Wind Wall
TheMessenger
07-31-2011, 03:43 AM
I would like to see some or all of those in the next balance update
-- Marks :
* Make evasion tree hunter-only
* Give Strategic Position to hunters only (swap with Death Sentence (?))
uhhh....what?
You want Marks to have 0 defense? lolno
NotScias
07-31-2011, 04:12 AM
uhhh....what?
You want Marks to have 0 defense? lolno
Your range is your defense.
From day 1 I never understood why marks have so much defense because the classes are supposed to have one offensive and one supportive side that are more or less complementary :
Eg :
Warriors :
- Barbs = low def, high dmg, high speed
- Knight = high def, low dmg, low speed
Mages :
- Conjus = low dmg, high def (by high I mean much higher than warlocks) + heals
- Locks = high dmg, v. low def
Archers :
- Hunters = low dmg, low range, low def (wtf???)
- Marks = high dmg, high range, high def (wtf???)
So now tell me what are hunters besides a much lamer version of marksmen ? Both have the same speed (wild spirit doesn't count), but Marks have more CCs, more damage, more range, more defense...
You'll tell me pet, camo and track but they don't give any advantage in combat (at least RvR)
Before, this flaw was compensated by the fact that pets were completely out of balance, that the mana regeneration was pitiful for archers (crippling marks), and that marks didn't have much more range than hunters.
If you compare to how the other classes are designed, you can see how unlogical it is that Marksmen have much more defense than Hunters and more generally barbs and locks. Marks defense should be their range. You can't have everything at once like now.
This is one of the reasons why the Hunters feel useless today, because they have no consistent advantage over Marksmen.
wizardmagewarlock
07-31-2011, 06:26 AM
Your range is your defense.
From day 1 I never understood why marks have so much defense because the classes are supposed to have one offensive and one supportive side that are more or less complementary :
Eg :
Warriors :
- Barbs = low def, high dmg, high speed
- Knight = high def, low dmg, low speed
Mages :
- Conjus = low dmg, high def (by high I mean much higher than warlocks) + heals
- Locks = high dmg, v. low def
Archers :
- Hunters = low dmg, low range, low def (wtf???)
- Marks = high dmg, high range, high def (wtf???)
So now tell me what are hunters besides a much lamer version of marksmen ? Both have the same speed (wild spirit doesn't count), but Marks have more CCs, more damage, more range, more defense...
You'll tell me pet, camo and track but they don't give any advantage in combat (at least RvR)
Before, this flaw was compensated by the fact that pets were completely out of balance, that the mana regeneration was pitiful for archers (crippling marks), and that marks didn't have much more range than hunters.
If you compare to how the other classes are designed, you can see how unlogical it is that Marksmen have much more defense than Hunters and more generally barbs and locks. Marks defense should be their range. You can't have everything at once like now.
This is one of the reasons why the Hunters feel useless today, because they have no consistent advantage over Marksmen.
Completely agree! :clapclap:
TheMessenger
07-31-2011, 07:19 AM
Your range is your defense.
From day 1 I never understood why marks have so much defense because the classes are supposed to have one offensive and one supportive side that are more or less complementary :
Eg :
Warriors :
- Barbs = low def, high dmg, high speed
- Knight = high def, low dmg, low speed
Mages :
- Conjus = low dmg, high def (by high I mean much higher than warlocks) + heals
- Locks = high dmg, v. low def
Archers :
- Hunters = low dmg, low range, low def (wtf???)
- Marks = high dmg, high range, high def (wtf???)
So now tell me what are hunters besides a much lamer version of marksmen ? Both have the same speed (wild spirit doesn't count), but Marks have more CCs, more damage, more range, more defense...
You'll tell me pet, camo and track but they don't give any advantage in combat (at least RvR)
Before, this flaw was compensated by the fact that pets were completely out of balance, that the mana regeneration was pitiful for archers (crippling marks), and that marks didn't have much more range than hunters.
If you compare to how the other classes are designed, you can see how unlogical it is that Marksmen have much more defense than Hunters and more generally barbs and locks. Marks defense should be their range. You can't have everything at once like now.
This is one of the reasons why the Hunters feel useless today, because they have no consistent advantage over Marksmen.
Barbs...low defence? lolwut? +40% resist to a physical damage of their choice (not even counting caution or armor.) My marks hits ~200 on barbs.
Anyway, back to marks cause I don't even feel like dissecting the post completely.
I don't disagree that Marksmen should have less defense than Hunters. But you are saying "range is their defense" so you are just encouraging more pussy marks staying at range 45+ where nobody but other marks can reach them yet you (locks) complain about it all the time. Lame.
Also, no defense for a marks? You do know that a marks will not be out of the range of every other class 100% of the time? With no defense every class will rape them when they get in range, especially if they resist.
I don't like playing with a range 35 bow and I do not want to be forced to.
HidraA
07-31-2011, 09:00 AM
* Give Strategic Position to hunters only (swap with Death Sentence (?))
Thiath i know you as lock you want marksman nerfred to death.Is last line in warlock road to other god-mod class.
Archers :
- Hunters = low dmg, low range, low def (wtf???)
- Marks = high dmg, high range, high def (wtf???)
Yes wtf is in your mind.....but you forgot one thing hunters have camo...
Camo +confuse before any marks can buff + SS=hunter with armor and marks with his half of armor.
Hahahaha nice thiath ....lame compare that you ever made.
HuntShot
07-31-2011, 09:00 AM
Anyway, back to marks cause I don't even feel like dissecting the post completely.
I don't disagree that Marksmen should have less defense than Hunters. But you are saying "range is their defense" so you are just encouraging more pussy marks staying at range 45+ where nobody but other marks can reach them yet you (locks) complain about it all the time. Lame.
Also, no defense for a marks? You do know that a marks will not be out of the range of every other class 100% of the time? With no defense every class will rape them when they get in range, especially if they resist.
I don't like playing with a range 35 bow and I do not want to be forced to.
No, I think he is right.. most locks do get the marks, but at the end when they are at low health, at this point if I reach him which I always do I'm half dead and he always will have a cc left, nothing to do with his uber defense.
Now lets say a marks' defense gets lowered.. alot, and I reach him.. or lets say a lock reaches him, he will have way more chance to kill this marksman as it should be. Close distance lock way more advantage than marksman, marksman more advantage when far away(obviously) at this point it's not like that. Marks has advantage in both close and far away distance. Just nerf a bit of the damage and defense.
Also, no defense for a marks? You do know that a marks will not be out of the range of every other class 100% of the time? With no defense every class will rape them when they get in range, especially if they resist.
and what?
i play my hunter with no defence at all, and you know what? i'm not raped like you say :p
so a marks with more cc no probleme ;)
n1ghtchill
07-31-2011, 10:13 AM
Just roll out 0.9 update again.
Sure, the game was not really balanced then, but everyone had fun (I don't remember seeing anyone whine on forums about anything other then sotw) and there were no major issues with the game. It was all somewhat broken in theory yet somehow worked perfectly in live usage.
HidraA
07-31-2011, 10:16 AM
and what?
i play my hunter with no defence at all, and you know what? i'm not raped like you say :p
so a marks with more cc no probleme ;)
Allrady told why...CAMO+Confuse confere to hunter option to chose:
-when he will attack;
-in what conditions he will attack;
-disable:any kind of defense buff for long time,no more ambush,no more distract shot,no more SS,no more softw.
Disable all this features that hunter complaint about.
As marksman i gave my BoW,strategic position,range and give me CAMO ...and after wee talk.....
Maybe hunter is not so powerfull in dmg or defense ...but has this option...to disable any kind of defense or dmg bufs for any kind of class.
Anyway main troble of Thiath was that bow and range last line to kill a Marksman.
Yes i am bias ,i play marksman...but your idea is worst because you try to look you make a good think giving to other class that stay between your class and marksman.Don't be tricky........
Castingbeast
07-31-2011, 10:46 AM
My "dream update" would be ( more or less):
network code fixed
position bug(s) fixed (included mounted-up-then placed-back bug)
losing one attack round when a spell is being resisted fixed
realms balanced
invasion feature removed, reworked completely and re added when realms are balanced (WM quests could be still doable with some kind of gem-lock system or just remove gems)
specific WM skills for every class
classes balanced W/O!!! any nerf, add new skills and spells by deleting useless ones (just make a poll for it) to compensate spells that were proclaimed as "OP"
increase the number of mobs (or their re spawn rate) and the drop rate as well (at least for special and common drops) to make grinding less painful
lower repair costs in general
enable magnanite trade again
revert saves (one central save or the three old saves)
stop adding new mounts, start adding more useful premium items (e.g. 10 war banner for ~500 xim etc.)
My first thoughts ^^
I know I forgot something, might edit my post later :D.
EDIT: omfg how could I forget it, fully configurable and bigger spell bar!!!!!!!!! xD
EDIT 2: Being able to change char without a crash, damn annoying :D (fix it!!)
I wait for:
- Old CS back.
- Positioning code, network code fixed.
- WM spells reworked.
- Invasions reworked.
- War focus back to forts.
- Cast while moving back, attack while moving back.
- Mana Comm 30 tick / 30 sec.
- Prebuff with regenerates possible again.
- Steel Skin Back.
- Mind Squasher knight only.
- Protection Dome back.
- Sultar's Terror back.
- Wind Wall back.
- Heals made fixed and % part.
- Ambitios Sacrifice suicide bug fixed.
- Conjurer support spells back to instants. Only we need is fast staff, limit is mana pool and cooldowns.
- Insane mana regen rate of other classes adjusted back.
- Mana Pylon stacking removed.
- Confuse duration adjusted.
- Darkness duration adjusted.
- Ressurect, Sanct diziness fixed. It wastes first spell.
- Attack, cast cycle fixed when no mana or dizzy.
- Static field range made 10. Rght now it is useless.
Raindance
07-31-2011, 11:54 AM
I disagree with everyone here except Castingbeast, when it comes to class balance:
classes balanced W/O!!! any nerf, add new skills and spells by deleting useless ones (just make a poll for it) to compensate spells that were proclaimed as "OP"
I don't know why the f*ck you all cry for nerfs, then when they happen, quit because all NGD does is nerf, but really, complaining is the only good thing the English community can do nowadays. Seriously, there are much better ways to improve class balance instead of nerfing and swapping skills.
And Scias, we all know you want every class nerfed except your precious lock.
standistortion
07-31-2011, 12:40 PM
So, everybody claims theyre waiting for 'that' ballance update.. But nobody is specifically saying what he/she means by saying that. So now the question to you all.. on what kind of 'That' update are you waiting, and how the hell will you know it's 'That' update
Guessing the original post was edited before I saw it, missed the bit that said 'argue about everyone else's thoughts until the trolls arrive'.
'That update....'
Firstly, I don't think there should be one, here's why.
Once upon a time hunters were overpowered. Everyone agreed this was true, even many hunters, so NGD tried to address this and many other issues in one almighty balance update.... and nerfed hunters to oblivion, now hunter is an underpowered class. The next major update just added further to their problems, whats the point of tracking skills when the enemy magically appears within sight of your forts?
So, while I would be ecstatic with joy to see 'that' update, past experience suggests it's very very hard to get right, almost impossible. I would rather see gradual changes made, easily reverted if they don't work out so every change can be a change for the better. Then maybe RO can be even better than it once was.
Secondly, the warzone.
At the moment we have 'the warzone'. Its divided into 3 parts, one for each realm, with bridges over rivers. These form choke points that are an ideal place to defend your part of the warzone. Ideally there would be further choke points on the map so an enemy attempting to take a fort would have to pass through several strategic positions before arriving at the fort, giving the defenders plenty of opportunity to group and regroup as the enemy gains ground.
Since the warmasters update only the forts are important, NGD might as well just remove the rivers and bridges from the map entirely as well as most of the warzone. Teleports where a great idea but the implementation was... unprintable on a public forum. They should be re-implemented to better define a realms part of the warzone. When an enemy crosses those bridges they should feel they are under threat for their presence on another realms ground and the defenders should feel able to defend their part of the warzone even against superior numbers.
Thirdly, casts.
Stone, scissors, paper. Perfect balance, every 'cast' can defeat or be resisted. RO has the same system on a much bigger scale but its coming apart at the seams. For instance giving archers more range wasn't a bad idea but should have been balanced with the ability to protect against that extra range.
At the moment crowd control spells are too effective, the response was a special skill granting immunity to CC's, this in turn was too effective so a random value was thrown in.... its a horrible mess. I feel it can be fixed if every ability is considered with stone, scissors, paper in mind and an effective defense created. I also feel the emphasis should be put on RvR here too, for instance a marks range could be countered by a hunter making a group harder to target or an elemental lock whipping up a wind so the group needs to work as a team.
Fourth, suggestions.
Anyone who has read through the suggestions threads has at some time likely said, 'holy crap, that would make the best game ever...'. Ok, there are still bugs but NGD have worked hard building solid foundations to the game, this is obvious looking at older videos on youtube and past problems on the forum. Now it seems they want to bring the fun back which is definitely the correct path to take. When they are some way down that path those suggestions should get some attention, its very frustrating seeing them go to waste.
Fifth, a big list of personal gripes and irritations that have already been discussed to death.
Thanks.
UmarilsStillHere
07-31-2011, 01:01 PM
I agree with Scias/Ieti.
Personally I'd be happy with pre-warmaster balance (probably the closest we came to real balance) with a few tweaks and bug fixes.
Towards this goal Bois idea for having skill/power points granted up to level 50 as before then having WM skills unlocked with the further levels up to 60 is a great one.
Thiath i know you as lock you want marksman nerfred to death.Is last line in warlock road to other god-mod class.
And you are a marksman who I've seen defend against practically every single thing that would weaken that class. So...
Yes wtf is in your mind.....but you forgot one thing hunters have camo...
Camo +confuse before any marks can buff + SS=hunter with armor and marks with his half of armor.
Try that in war and said hunter will be dead before he ever gets SS off, he'll be the instant target of every ranger or nearby warrior behind the attacked marksman.
Balint
07-31-2011, 01:14 PM
- Change every spell to useful (in different situation)
- nerf OP spells:
nerf dot's (from 500% to 250% for example)
Mind Squaser is a fun killer.
Confuse+Darkness max 20 sec duration
etc.
- balance: archers (e. marks) range too high compared to mages'
- give information about resist chances/spell focus.
- intelingence based spell damage
- old save system back
- change WM spells (please thoose spells should give fun instead of easy kill)
- redesign the leveling system a bit, now the boring leveling part kills all new players in game, this cause low population (on small servers).
- Horses should be available to non premium players too, and don't forget to make armor enchancements dropable.
NotScias
07-31-2011, 01:40 PM
Barbs...low defence? lolwut? +40% resist to a physical damage of their choice (not even counting caution or armor.) My marks hits ~200 on barbs.
But knights have yet ton more defense than barbs and they have blocking abilities, while hunters have much less defense than marks and no extra abilities like evasion should be. Also Barbs' moderate defense is more or less justified because they're melee.
I don't disagree that Marksmen should have less defense than Hunters. But you are saying "range is their defense" so you are just encouraging more pussy marks staying at range 45+ where nobody but other marks can reach them yet you (locks) complain about it all the time. Lame.
Well I agree I don't really like this, but what I don't like the most is that not only Marks have an uber range, loads of CCs, but also have all evasion tools (sotw...) that's really overkill.
Also, no defense for a marks? You do know that a marks will not be out of the range of every other class 100% of the time? With no defense every class will rape them when they get in range, especially if they resist.
You have 0 range slows, .5s range 0 dizzy spell, range 35 freeze that's way over all classes range. Plus acrobatic.
I don't like playing with a range 35 bow and I do not want to be forced to.
Well that may seem a very controversial opinion but the main problem with archers is that there's not enough difference between the subclasses. If you want to use a shield and tank you have to make a knight. If you want to fight in close range with evasion abilities, you should make a hunter, not a marks...
Thiath i know you as lock you want marksman nerfred to death.Is last line in warlock road to other god-mod class.
And Scias, we all know you want every class nerfed except your precious lock.
Warlocks have null defense, less range than archers, no speed, and being spellcasters only. I remind you that NGD greatly improved the Attack Speed of Archers and Warriors and still let Warlocks do the same (pitiful) damage with spells from level 37, gave variable GCD and nerfed CS (and Sultar...). Are gods that imperfect ?
I have formuled my ideas using logic, trying to draw a stronger line between hunters and marks, not what seems OP or not to me, else I'd just have said screw BoW, WS and give sotw to locks. Even ieti suggested more OP stuff for locks than me (eg old Sultar/Wind wall).
Now if only you'd try to do the same instead of mindlessly barking the same useless and mispelled stuff cause I'm stunned by your level of argumentation.
Camo +confuse before any marks can buff + SS=hunter with armor and marks with his half of armor.
If you ever fully read my post you'd have seen I talked about camo and confuse. First, confuse is an archer spell, so marks have access to it aswell, and I proposed it to be nerfed in duration. Secondly, camo + confuse on unbuffed target is surprise attack, and the victim of course won't have great chances to win, but that concerns all surprise attacks from all the classes. What if a marks surprise an unbuffed player with ambush + confuse ? Camo isn't really a big advantage as is, it's more the surprise effect which is totally useless in RvR/non-PvP battles.
SS is shared aswell and can be used against any class... Look more carefully at your spellbook before saying junk.
There is no "that Update". No update in the sense of brick and mortar rules that would solve the ills and make everyone happy.
Rather, people speak about a more ethereal concept. To every single person here, "that update" is different. However, the general goals are the same.
1: Balance in all aspects. When I say balance, I do not mean perfect balance. I mean that every single player or group perceives that they have an equal potential chance of success. They may never attain it but they can justify.
2: Fun factor. Every player whether winner or loser wants to log off feeling lifted, entertained and wants to experience that same thrill again, and again. The thrill more than compensates for frustration.
3: A sense of belonging, validity in war groups, able to be the hero at least one time. Having the tools to do so. Knowing that skill counts. They have a place in an ever expanding game. Their emotional investment is not wasted.
4: Growth. Every player wants to know that they have not met the end and that there is something more some tweak, some special equipment something to reach for. Their investment in the game pays dividends over the long term and keeps on giving.
4: Understanding. A lot of players want to be understood, their gripes at least heard. Their input is at least recognised if if it is not used. An expression of changes that are at least moulded from community input.
There is no definitive 'that update'. 'That update' expresses a turning point where the sum total of the will of its users begin to experience a fulfilling experience from each and every facet of the game. At worst, the majority experience a game where the enjoyment far exceeds any frustrations. The problem is that a lot of the old players experienced this already and are suffering from the gradual loss, update by update. The reasons they chose this game evaporate update by update.
Lastly, the concept "that update " came about because of the previous approach of NGD staff. That approach was to push changes through that sometimes were half baked, and left players wondering. Quite often the opinions of the community was discounted and in several instances that same community was proved right. Numerous wonderful suggestions left in the suggestions box were left languishing there.
The concept of "that update" is more a collective expression of frustration with the current development processes, deployment and communication with the community at large.
Regards.
Raindance
07-31-2011, 03:20 PM
Warlocks have null defense, less range than archers, no speed, and being spellcasters only.
And so what if they are only spell casters? I think that's the role of the class, unless you want Warlocks to go back to the SM era? Which I know you were against. This statement might be terribly overused, but once a warlock can land in a Will Domain you are finished. You have two freezes, many DoT's, Darkness... and range, small but yes it's there, it's no trouble to land in a Meteor or Pricking Ivy however. If an average every day Warlock doesn't know how to utilize all his spells correctly with successful timing he shouldn't be playing that class, maybe he should become a brainless Marks turret.
Warlocks aren't the most OP class at the time being, but yes they're strong and deadly and have weaknesses as well. BoW needs a lower duration, WS needs a longer cooldown and barbs need less speed overall. Those are the only things I'd ever consider nerfing since I don't like nerfing, because there are better ways to improve the weak classes rather than nerfing OP ones.
Now if only you'd try to do the same instead of mindlessly barking the same useless and mispelled stuff cause I'm stunned by your level of argumentation.
I don't know... please point out where I've misspelled anything in my post. Seems to me you have more errors than I supposedly have.
And I'm all for Wind Wall getting a boost.
UmarilsStillHere
07-31-2011, 03:22 PM
...
This is a brilliant post.
Note: Can we not argue about class balance here? Please show some restraint or go to one of the other 10 threads where that's already going on.
Raindance
07-31-2011, 03:32 PM
Sure if you still have a problem Scias or anyone, just PM me.
And thanks anonymous Red Karma giver, I never played a lock, I simply gathered my own opinion based on playing other classes against Warlocks.
PT_DaAr_PT
07-31-2011, 03:56 PM
I don't know... please point out where I've mispelled anything in my post. Seems to me you have more errors than I supposedly have.
Please don't make fun of the biased idiot who is too lazy to cite the source of the quotes and then fucks up to who he is replying to.
NotScias
07-31-2011, 04:21 PM
...
I don't know where you've seen somewhere that I said warlocks are underpowered or that they need SM or whatsoever; I was just responding to Hidra's statement (as for the mispelling stuff) about locks being close to a god-mode class, which is far to be the case of course, althrought besides the Spell damage remaining fixed from level 37, Wind Wall and some bugs I think locks are pretty okay at the time being, things which the biaised idiot has listed in his first post....
I'm sorry for the red karma but that's not mine.
Seher
07-31-2011, 06:17 PM
Yes wtf is in your mind.....but you forgot one thing hunters have camo...
Camo +confuse before any marks can buff + SS=hunter with armor and marks with his half of armor.
Camo + confuse = lame, boring and still useless in fort wars.
Maybe hunter is not so powerfull in dmg or defense ...but has this option...to disable any kind of defense or dmg bufs for any kind of class.
A lame and boring option. Plus this option just exists in PvP, in RvR it's useless.
Hunters are worse than marksmen, in any aspect. There's not a single thing hunters can do better than marksmen in RvR fights. (Stalker is not related to actually fighting, it's rather a preparation)
classes balanced W/O!!! any nerf, add new skills and spells by deleting useless ones (just make a poll for it) to compensate spells that were proclaimed as "OP"
That's impossible or at least way more work than just nerfing the overpowered stuff. What's so bad about nerfs anyway? It's the same in the end, whether you've buffed 5 classes or just nerfed 1...
I don't know why the f*ck you all cry for nerfs, then when they happen, quit because all NGD does is nerf, but really, complaining is the only good thing the English community can do nowadays. Seriously, there are much better ways to improve class balance instead of nerfing and swapping skills.
For sure, you know soo much about balance, more than every single MMO developer on this planet. Better ways to balance than nerfing stuff? Ridiculous.
blood-raven
07-31-2011, 06:17 PM
To follow scais toughts, it would be better to give the evasion tree to the hunter and make another (ranged stuff) based one for marks.
A tree for say more ranged defence, more armour etc.
I have to support the "marks are the only thing between locks and there Opness"-statement, it's not the dmg locks can do (which they can) but there massive amount of cc's.
This problem is related to the current barb Opness or worse, once a lock catches you there is no way you can fight your way out (if you have at least an average skilled lock), with a barb you can have a fast freeze spell and gain distance but with a lock you just can't move.
Also i'm really troubled with the meteor vs BoW tought cause there is a thin line between one of those two to be the OP one. (Yes i know BoW is currently the one).
maximus-decimus
07-31-2011, 06:23 PM
Old saves and no more new changes by NGD, they should let the game go, because any new idea ends up in a catastrophe.
As they finally brought us new forts, the (change i was waiting for soooo long) they destroyed it by this retarded bind system. Now unfortunatelly they dont take this bind system back, although every newbie sees on his first sight that this is killing RvR on lower populated servers, but who cares about the rest if the RA money gets right in to NGD.
A Balance between classes is way to hard to achieve for NGD, so just the binds back, maybe they are competent enough to achieve at least this.
_Seinvan
07-31-2011, 06:31 PM
Hey look a balance thread :D
Overall I agree with generally everyting Ieti said, save for the old CS. :)
Quincebo
07-31-2011, 07:08 PM
Yeah almost all what ieti said...
And Scias...you are not fair, you play lock and thats why you want to have other classes nerfed...
After this ''balance update'' please focus on fixing almost all buggs and try to make the game runs more smooth...i dont know if everyone has it but when im approaching an fort with 2 realms there...my fps drops to 5-9p/sec
HidraA
07-31-2011, 07:41 PM
If you ever fully read my post you'd have seen I talked about camo and confuse. First, confuse is an archer spell, so marks have access to it aswell, and I proposed it to be nerfed in duration. Secondly, camo + confuse on unbuffed target is surprise attack, and the victim of course won't have great chances to win, but that concerns all surprise attacks from all the classes. What if a marks surprise an unbuffed player with ambush + confuse ? Camo isn't really a big advantage as is, it's more the surprise effect which is totally useless in RvR/non-PvP battles.
SS is shared aswell and can be used against any class... Look more carefully at your spellbook before saying junk.
And reason why you want to gave strategic position is?...
Dude...you are talking about my lvl of argumentation.
When come and give a spell to other class only because you want to nerf marksman because you don't like this class that piss you of.
Ok NGD will nerf BoW,will nerf range ...will nerf anything...just marks will be a nerfred to death.
Duno what game you played in last days...maybe you don't saw Horus has more casual fights than large fights.More situation are PvP that RvR.....
Do you think a felt good over 2,5 years when hunters killed me from camo with pet+confuse ..over and over and over ...23647826 times?!?!?
Nobody told oh damn hunters...all was happy that because they had one.
Maybe you forgot from begin of game all classes got nerfred...even marksman got nerfred....was not made better.All speeds from marksman was took away dmg nerf and armor fix was nerf...if before a marx made 500 dmg till 900 crits...now 90 dmg a lvl 50 marx vs a lvl 60 marx ,around 200-300 normals on barbarian armor ,and if before a barbarian made around 500-600 normals now made 1,2k+ dmg.....
http://fulga.u-s.ro/fotos/lvl52_vs_lvl60.png
2x250 dmg from a lvl 60 and i made 1 hit of 90....indeed lvl dose not matter.....thats a lvl 50 ...ex lvl 25...player...a fiking joke by NGD TM to sell boosters that run in war without recsve XP...
All cry about hunter yes...all this changes was made on marx too....
Duno what was nerfred on hunter ....only pet that made more that a knigth dmg...600 crits and speed...any other nerfs?...no...ensnare nerfred?...no....camo nerfred?...ah well no pet in camo....hunter got cold blood?....yes....
Wee nerf ,nerf,nerf.....
Come up and tell me a valid argument when you give something....
As NC told broken theorys in forum ..in practise works good...
If you ask me how i died by hunters in last time?....sample...camo+confuse+rapid shot+SS+2x900 dmg of ensnare.
All tell need radical NERFS...i am not agree...begin of game had a lots more options and that why was a way lots better balanced.
Anyway ..i want to see how NGD will balance meteor spamm after BoW nerf....
UmarilsStillHere
07-31-2011, 08:05 PM
Well this thread is obviously doomed to be yet another balance fight. Be nice if people used reasonable arguments though, for example:
Do you think a felt good over 2,5 years when hunters killed me from camo with pet+confuse ..over and over and over ...23647826 times?!?!?
Nobody told oh damn hunters...all was happy that because they had one.
What on earth are you on about? There were loads of threads calling for less powerful hunters, certain set ups were so powerful they even had there own nick name "Troll-tards" How short is your memory?
DemonMonger
07-31-2011, 08:49 PM
Regnum Players,
First I would like to say thank you to everyone that makes this game enjoyable. Your constant efforts in assisting new players, participating in battles, and even playing the game period to increase population in dire times have been noted and will not be forgotten.
We all know that Regnum Online has gone through many changes since its release, and now the the game is about to undergo yet another evolution.
Do not worry about your skills beings replaced, durations modified, or effects removed.
Do not focus on the past of what we once had and considered fun. Soon you will be encountering a new game with the same name of Regnum Online.
Yes Regnum is about to become a new game with new skills and new abilities, yet you will still have the same face, the same weapons, the same friends, the same names.
The legends and tactics of the past will remain a pleasant memory to discuss around the save alters or behind the safety of your realm walls.
Do not complain about the adjustments that will be made. Sometimes like snakes we must shed our old skin in order to grow. As this game has grown it too has shed many "skins".
The time to evolve is upon us. Embrace the change and master your new game.
Let's bring back the community feeling and spirit that we once had not so long ago.
Best wishes to you all as the game is reborn yet again,
Demonmonger
Kaixo
08-01-2011, 02:32 PM
- From lvl 50 to 60 only experience from enemies and from captured fortifications, no more grinding.
- No more those stupid quests that kill wars, you are warmaster when you are 60.
- Quit aggressive mobs from the war zone.
- Bring back old saves with their old guards.
- New castles, there is too much unbalance between realms with those castles.
- Positioning code fixed or bring back at least range 1 to melee weapons.
- Equivalent repair costs for all classes.
- Specific warmaster skills or skill or specialization for each class.
- Duration of penalizations reduced, max duration 20s.
- The progression of skills should be linear.
- Reduce casting time for spells of mages 25% if they are more than 0.5s.
- Reduce arcane devotion to 50% max.
- Reduce skill trees shared between classes, primarily the ones with CC powers.Example something like this:
Short Bows
Dual Shot: C=0.5s
Rapid Shot
Meditation
Lightness
Tear Appart
Duelist: Passive 10% va
Repetition Shot
Long Bows
Shield Piercing: E=100%dmg+health 10/.../50
Maneuver
Eagle's eye
Omnipresent
Break appart
Specialist: 10% Range passive
Projectile Rain: E=100dot. D=10s.
Evasion
Dodge
Evasive tactics
Spell Elude: E=80/.../400
Escapist
Cat reflexes: E=15% net
Low Profile
Son of the Wind
--------------
Arrow Mastery
Winter Stroke: R=30
Ignus Scorch
Ethereal Arrow
Arcana Strike
Fire Rain
Serpent bite
Lighting Arrow: D=20s E=5/.../25% speed penalty
Aiming Mastery
Recharged Arrows
Lethal Strike: E=60/80/../140% dmg.
Parabolic Shot: E=15%
Foresight: E=3/.../15% range passive
Dirty Fighting
Trained Eye: E=10% weapon damage
####:
Tricks
Sudden Strike: E=-10/.../-50% D=4/8.../20s R=weapon
Retaliation
Strategic position: E=5/10/15/20/25%
Burst of Wind: D=4/5/6/7/8
Wits
Sticky touch: D=4/8/12/16/20s
Distracting Shot: D=4/6/8/10/12
----------------
Scouting
Ensnaring Arrow
Ambush: D=2/.../6s
Acrobatic: E=4/8/12/16/20%
Enemy Surveillance
Death Sentence
Stunning fist: D=2/.../6s
Wild Spirit: E=2/../10%
Pets
Tame
Special Attack 1
Training: E=20/.../100%
Special Attack 2
Natural Armor: E=20/.../100%
Revive Pet
Skin of the beast: E=AoO
####
Cold Blood: Instance without pet, E=15/30/45/60/75dmg
Confuse: D=4/.../20s
Camouflage corpse
Camouflage
Reveal
Camouflage Ally: D=4/.../8s Cd=60s
Stalker Surrounding
This way a hunter would someone with an usable pet, or hiding, penalizing movement and the best chasing people, ambush and death sentence to help the pet, and defense for medium range.
The marksman would be the one with most range, skills to maintain range, damage skills and defense for range damage.
Then add some warmaster skills for each class, something related with speed or pet for hunter...
Castingbeast
08-01-2011, 03:49 PM
classes balanced W/O!!! any nerf, add new skills and spells by deleting useless ones (just make a poll for it) to compensate spells that were proclaimed as "OP"
That's impossible or at least way more work than just nerfing the overpowered stuff. What's so bad about nerfs anyway? It's the same in the end, whether you've buffed 5 classes or just nerfed 1...
Classes balanced=balanced spells for every class, none of them is proclaimed as OP
Whats wrong with nerf you ask? You explained it quite well imo :).
Once NGD nerfs one spell another 5 might become too "op", true not necessarily but still theres a high chance for it OR the nerfed spell just becomes a big shit, pointless to skill etc. and we have too many of that already.
E.g.:
This is what always happening in RO :
"OMFG they always use WM portal to get away from the fight/death whatever ---->whining on forum starts for a nerf---->NGD nerfs the skill----> offensive portal is a big shit (say what you want, it is, I will never skill a spell that I can use once in every 45 min, Id even get rid of defensive portal too but horn is still nice and useful so I cant :().
Yes it needed a change i confirm that, but there was many suggestions to do that change else way ( tele players to bridges only instead of forts, everyone liked it) but as you already said it it had been way too much work with it so NGD just nerfed it to death... :thumb_down:
Imo that work you mentioned is worth and needed to make RO a better game again, nerfing will just kill it even more.
We have already too many useless spell (only can repeat myself :D) why nerf and make more of them completely useless? Just remove those, put up a poll and see which are those spells and replace them with new ones that are worth to skill and use (even against op spells).
PS: Did ya notice it anyway that was "My dream update" dude? I know it wont happen ( not in the close future for sure), but can I keep on dreaming?
Ty :D.
LucianDeathshield
08-01-2011, 04:55 PM
Regnum Players,
First I would like to say thank you to everyone that makes this game enjoyable. Your constant efforts in assisting new players, participating in battles, and even playing the game period to increase population in dire times have been noted and will not be forgotten.
We all know that Regnum Online has gone through many changes since its release, and now the the game is about to undergo yet another evolution.
Do not worry about your skills beings replaced, durations modified, or effects removed.
Do not focus on the past of what we once had and considered fun. Soon you will be encountering a new game with the same name of Regnum Online.
Yes Regnum is about to become a new game with new skills and new abilities, yet you will still have the same face, the same weapons, the same friends, the same names.
The legends and tactics of the past will remain a pleasant memory to discuss around the save alters or behind the safety of your realm walls.
Do not complain about the adjustments that will be made. Sometimes like snakes we must shed our old skin in order to grow. As this game has grown it too has shed many "skins".
The time to evolve is upon us. Embrace the change and master your new game.
Let's bring back the community feeling and spirit that we once had not so long ago.
Best wishes to you all as the game is reborn yet again,
Demonmonger
+1 but your post will be drowned by the pile of bullshit known as the english forum community
fred1011010110
08-01-2011, 05:16 PM
+1 but your post will be drowned by the pile of bullshit known as the english forum community
r u a racist to the english ppl? dat was un called 4!
-fred1011010110
Vaylos
08-01-2011, 06:57 PM
Fred, for all that is good and Holy, please just shut up, and never post anything again. Your village idiot routine is neither appreciated, nor is it amusing in any way shape or form.
Anyway, my vision of an update is very close to what Bois mentions. I support his ideas and have some of my own; (some of these may echo what he's already mentioned)
Splitting up trees so they are no longer shared between classes. That way the trees can be adjusted without affecting the other class connected to it.
Balance that works both in PvP (or rather group vs. group) and full on RvR.
An expansion of lands/weapons/mobs/etc. would be nice, but not before fixing issues with bugs, optimizing the netcode and server throughput, and of course, balancing classes.
I would like to see saves either returned to the old locations (or single central-save) or just move them into the castles and have them deactivate once the door is down.
I'd like to see the realms' home forts become the central hubs and rallying points, so moving markets into the forts, because frankly getting ganked while trying to trade/repair/commerce is a load of bull.
I would like to see bridges once again become choke points, and teleports removed completely, save the ones you actually have to click on.
I would like to see more interesting features in the terrain. Maybe ruins/walls that can be used strategically in a group vs group situation, or 1v1. Right now the WZ has a lot of empty fields and forests (and deserts) that are kinda plain and featureless.
Anyway, that's all I have off the top of my head. Oh, right and the big one: Hunters getting a more well defined role in RvR combat. Right now they're not really good for anything but 1v1 or assisting a group that is hunting grinders (well, if they're set up with pet anyway). They are just about useless in an active RvR fight. Sure, we get some damage bursts, but once we get close enough to the enemy mages, we get pin-cushioned by the marks, and the warriors surrounding the mages.
Camo.....sure if you like the kamikaze style in RvR. :P
IMO, hunters should fill a role that hinders the enemy in combat in unpredictable and interesting ways. Hunters should be the tricksters, the wild cards, or loose cannons. They should be able to hinder enemies in war in interesting and unpredictable ways. That is the theme that fits a stealth class, which hunters undoubtedly are, and being a chaotic/hindering type of supporting role is really about the only way a stealther can be a support class.
With stealth, (and possibility to sneak into forts) and supporting by sabotaging, I think Hunters would be able to bring something to the fight both in group vs. group and RvR/war. Basically sowing discord among the enemy ranks. Pets should help support this chaotic and unpredictable way of hindering the enemy, but not be a direct damage boost. (or extra normal damage as they basically are now)
That's my thoughts for now anyway.
Seher
08-01-2011, 07:08 PM
Whats wrong with nerf you ask? You explained it quite well imo :).
Once NGD nerfs one spell another 5 might become too "op".
But actually we're talking about nerfing overpowered spells, not about nerfing a balanced or even underpowered spell. :P And of course, you can overdo nerfing, but you can overdo everything, there's the same chance to nerf a spell too much just as to buff one too much. You'll have to decide if it's the shorter way to buff some or to nerf some spells, and normally nerfing is much easier done. (Especially when talking about how to handle clearly overpowered spells)
Yeah, keep on dreaming, I just want to say your dreams might not be very... well thought out :P
Castingbeast
08-01-2011, 07:44 PM
But actually we're talking about nerfing overpowered spells, not about nerfing a balanced or even underpowered spell. :P And of course, you can overdo nerfing, but you can overdo everything, there's the same chance to nerf a spell too much just as to buff one too much. You'll have to decide if it's the shorter way to buff some or to nerf some spells, and normally nerfing is much easier done. (Especially when talking about how to handle clearly overpowered spells)
Yeah, keep on dreaming, I just want to say your dreams might not be very... well thought out :P
Exactly, and that is what NGD is doing all time, just look at hunters :P
They cant nerf things the way you described it, maybe they should take the harder way just for once, imo everyone would be surprised how well itd work even if itd take much longer to reach the goal....
(fk off my dreams will ya? dreams are dreams they have nothing to do with reality and "well thought out" things, you should try to dream sometimes too man ;))
Seher
08-01-2011, 07:52 PM
I just dream 100% mathematically correct stuff. :sifflote:
Zibnab
08-02-2011, 02:02 PM
Your range is your defense.
From day 1 I never understood why marks have so much defense because the classes are supposed to have one offensive and one supportive side that are more or less complementary :
Eg :
Warriors :
- Barbs = low def, high dmg, high speed
- Knight = high def, low dmg, low speed
Mages :
- Conjus = low dmg, high def (by high I mean much higher than warlocks) + heals
- Locks = high dmg, v. low def
Archers :
- Hunters = low dmg, low range, low def (wtf???)
- Marks = high dmg, high range, high def (wtf???)
So now tell me what are hunters besides a much lamer version of marksmen ? Both have the same speed (wild spirit doesn't count), but Marks have more CCs, more damage, more range, more defense...
You'll tell me pet, camo and track but they don't give any advantage in combat (at least RvR)
Before, this flaw was compensated by the fact that pets were completely out of balance, that the mana regeneration was pitiful for archers (crippling marks), and that marks didn't have much more range than hunters.
If you compare to how the other classes are designed, you can see how unlogical it is that Marksmen have much more defense than Hunters and more generally barbs and locks. Marks defense should be their range. You can't have everything at once like now.
This is one of the reasons why the Hunters feel useless today, because they have no consistent advantage over Marksmen.
Curious how you forget to mention speed for hunters. A good hunter is uncatchable. Of course there is a lot to improve on them so they can be a bit funnier to play but they are not as bad as you are saying.
fluffy_muffin
08-02-2011, 03:17 PM
Curious how you forget to mention speed for hunters. A good hunter is uncatchable. Of course there is a lot to improve on them so they can be a bit funnier to play but they are not as bad as you are saying.
Since when this is sport game?
Quincebo
08-02-2011, 06:14 PM
Since when this is sport game?
Since a long time..melee classes can have an hard time reaching an ranged class:ohill:
fluffy_muffin
08-02-2011, 08:52 PM
Since a long time..melee classes can have an hard time reaching an ranged class:ohill:
RO that i was playing for some time was a war game. So what is the point for argument "you can run away faster then me!". If no one die then it is a failure also for a player that runs away. It is not nice - i know (i have low lvl evasion and had it for years) but shit happens.
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