View Full Version : Knights When Hunting
JainFarstrider
03-03-2012, 02:43 PM
Heya,
I've noticed that most knights don't really hunt much. They tell me that it's really boring and hard to hunt on a knight. Does anyone think this could be changed? Knights really are a nice part of gameplay in Regnum. It's kind of sad to see so few of them around in Regnum's classic style of play.
BTW: I forgot how knights hunted before Ignis chat was taken off in warzone/before invasions started (which one was first?) Please refresh my memory ha ha.
as an experienced knight( blablabla xD) I think that its hard to hunt with a knight.
First and foremost knight is a non range class so it will be hard to catch enemies but also to escape ranged enemies. Thats why most knight hunt in groups which include range.
Well, if you think that this isn't the right answer I have one more :)
Knight's job is to protect allies with auras so when a knight is in support setup there is no point in going hunt. However, if the knight is at knarb setup he can easily hunt even solo. Knarb is better than a barb ;)(except fort wars)
DkySven
03-03-2012, 04:15 PM
The lack of speed and range make it hard for a knight to catch enemies when they are alone. In groups fights are mostly over by the time you finally catch up with your party. When your hunting party is overrun eventually, you are zerged by enemies, who force you in defensive stance and then (rightly) completely ignore you until you get out of that spell again or when everyone around you is dead.
On the rare occasion your hunting party does run into an even fight that lasts for some time, however, it is very fun to be part of the party.
For a knight it's more fun to look for small group fights when roaming the WZ in small parties, while other classes seem to prefer hit and run actions because of their speed and/or range.
I agree with both Dky and gamias7. They are right on point.
In the old days we had spring at least but this was no match against hunter speed. The added fact that your defense was so random and server RNG dependent didn't help matters much. The fact that your range allies killed the target before you got there did not help much either.
In fact this still exists and is even worse because barb is faster, hits harder and everyone else has range offensive powers. The knight usually can only reap off aura/area leeching. Boring indeed.
We are normally the one to get and feel CC the worst. Most hunts I find myself either confused (5), darknessed, Slowed to nothing or frozen stiff for the majority. Not what I call a fun outing. The idea that my best anti-CC spell slows me 25% will not make me any more enthusiastic.
Knight is not really geared for hunting unless you make a full out Knarb. It could work then, if you mange to catch your opponent.
Ulti19
03-03-2012, 07:41 PM
Only thing knight can hunt solo is another knight, anything else can just run away. Sometimes though you find an opponent who fights to the end and this happens quite alot for me, so I don't find it too bad. Alot of barbs have the chance to run away but they don't. And ever since the level 60 cap a knight can have both defensive auras and and still hit decent and keep some cc's. Used to be one or the other.
But yeah hunting solo doesn't really work too well compared to if you want to do it with other classes. No range, no speed. Even if you go all knarb, goodluck catching stuff:p
Only thing knight can hunt solo is another knight, anything else can just run away. Sometimes though you find an opponent who fights to the end and this happens quite alot for me, so I don't find it too bad. Alot of barbs have the chance to run away but they don't. And ever since the level 60 cap a knight can have both defensive auras and and still hit decent and keep some cc's. Used to be one or the other.
But yeah hunting solo doesn't really work too well compared to if you want to do it with other classes. No range, no speed. Even if you go all knarb, goodluck catching stuff:p
I still can't have both supp and good hits :P
71175
03-03-2012, 08:02 PM
Only thing knight can hunt solo is another knight, anything else can just run away. Sometimes though you find an opponent who fights to the end and this happens quite alot for me, so I don't find it too bad. Alot of barbs have the chance to run away but they don't. And ever since the level 60 cap a knight can have both defensive auras and and still hit decent and keep some cc's. Used to be one or the other.
But yeah hunting solo doesn't really work too well compared to if you want to do it with other classes. No range, no speed. Even if you go all knarb, goodluck catching stuff:p
Most underestimate knights for mentioned reason ^^
AboutGemBlockers
03-03-2012, 10:47 PM
normally today hunted by knight. but only in the group.
WM daily quest for the Knight - as two fingers ...
Imago-Thunderfist
03-04-2012, 08:45 PM
The hard part is reaching your enemy, but if you're in a knarb setup (and even in suport it is possible) just d-limb 5/ribs breaker/balestra/shield bash and the target is probably dead within... hopefully not a lot of time. D-limb (5) is really useful since you can use def suport without being outrun (if you prevent the target from dispelling himself/using speed buffs by dizzying him ofcourse).
Hunting with knight is a challenge, and if you're with another knight just make sure u have both onsl and PA, 1 with d-limb 5 and the other with MS. Works perfect in my own experience, and if not, just hug the closest tree ^^ (i'm still waiting for NGD to remove Rigorous Preparation and replace it with Plant Tree).
71175
03-04-2012, 08:46 PM
(i'm still waiting for NGD to remove Rigorous Preparation and replace it with Plant Tree).
I'm still waiting for NGD to replace curse with instagib button.
isgandarli
03-04-2012, 08:57 PM
It's more easier to see pandas having sex rather than to see lonely hunting knight :D
Imago-Thunderfist
03-04-2012, 09:10 PM
@isgandarli Make a new char, grind at the levels 49-60 at IOC/Dark Beach/Swamp, and you're likely to get ganked a couple of times by me ^^
@71175 Why remove curse? never tried curse (4) in combination of blindness (4) and (if you have an archer friend to hunt with) hinder (5)? like 70% of the hits and spells will be missed or evaded, it ROCKS!!!
71175
03-04-2012, 09:18 PM
@isgandarli Make a new char, grind at the levels 49-60 at IOC/Dark Beach/Swamp, and you're likely to get ganked a couple of times by me ^^
@71175 Why remove curse? never tried curse (4) in combination of blindness (4) and (if you have an archer friend to hunt with) hinder (5)? like 70% of the hits and spells will be missed or evaded, it ROCKS!!!
1. All his chars are 60 :(
2. I don't have spare points for this :D
Awrath
03-05-2012, 03:48 AM
Agree with gamias7, Dky, and Artec.
Knight is the worst class to use when hunting in my experience, and I love playing knight. We are terribly slow, and no longer can we counter defensive support with the use of spring :(. Intimidate is useless when chasing, as in order to have any effect it needs to be spammed several times before you can get in spear range for a feint, and it's easily nullified by the use of spring from barbs and mobility from archers.
Anyway, I could go on giving every scenario of hunting where knight would struggle :p but the list is very long. In a group it's a tiny bit better, but still, I would much rather hunt with an archer or mage than my knight.
Psynocide
03-05-2012, 10:17 PM
Short and sweet, knight is a support class and hunting is primarily a solo or offence focused activity.
More fun to be had at a good old fashioned fort war when playing knight.
Mattdoesrock
03-05-2012, 10:32 PM
More fun to be had at a good old fashioned fort war when playing knight.
... Until you realise that you're nothing compared to a Barb. :sifflote:
LucianDeathshield
03-06-2012, 06:41 AM
... Until you realise that you're nothing compared to a Barb. :sifflote:
Until you realise your not a knarb and help your force greatly using your protective auras and support skills
JainFarstrider
03-06-2012, 01:30 PM
Poor knights. I hope something can be done about this so this awesome class can join in hunts a lot more.
DkySven
03-06-2012, 08:26 PM
Hmm, I don't know if you can make knights a good class for hunts and at the same time keep them close to their intended role. Personally I don't mind much, it's just one of the things you need to consider when picking your class and subclass. Knights have enough going for them to be a great class even with these disadvantages.
GreenAngel
03-06-2012, 08:32 PM
I mostly just grind with somebody else with my Knight :)
gluffs
03-07-2012, 03:15 AM
Knights work well in a duo or a small hunt party, just need to remember that as
a knight its not your job to catch the enemie its your job to keep your
friend/party coverd. When im involved in hunt i provide PA, auras and ons to
help my friend or small party to get the kills. Ofc once we catched up i whack
em with my axe aswell.
And for solo hunt, well i dont bother since every other class can outrun me if
they want. Tried it a few times but it ends up me chasing an enemie across the
entire world untill his friends join up and gank me.
philip111
03-07-2012, 04:01 PM
currently, i really like being a knight, and my setup.
yeah, im not a supportive knight, and sick of random barbs complaining that i dont
have tons of buffs to keep them alive. im always in hunt/pvp setup, i only have two supportive moves, PA and SW(not including wm moves). the rest is for tanking/damage/catching enemies.
but anyway, i use to hunt a bit, but kinda got boring chasing people forever. sometimes you actually win if you use a tree and the enemy doesnt run when they get low hp (which is really rare)
i use to complain about how knights stunk ect, now im like, "BOOYA, TASTE MY TANKNESS!! NOW TASTE MY AWESOMENESS!!" really, knights have a really good advantage in pvp..... sometimes xD
KNIGHTS FTW!!
Kartor
Emmery
03-07-2012, 10:07 PM
Kartor: I was wondering where your auras are, now I know!
I think I still need to work with my setup. I'm not quite sure how to be a supportive knight and do damage thats worth a crap. Currently, I use hp, sw and pa and my dmg is around 200.. :eek24:
gluffs
03-08-2012, 04:58 AM
Kartor: I was wondering where your auras are, now I know!
I think I still need to work with my setup. I'm not quite sure how to be a supportive knight and do damage thats worth a crap. Currently, I use hp, sw and pa and my dmg is around 200.. :eek24:
Easiest way to get some extra dmg is to put some points in Offensive stance
and if there are points left for it a lvl4 dmg skill. Ofc offensive stance is very
situational due to the penalty on it. Another 1 point wonder is disabling at lvl17
tactics that helps to increase the dmg on enemies with high defence.
Emmery
03-08-2012, 05:02 AM
Ah Ok. See I have Offensive Stance but I always always always get into trouble while using it. I had disabling but never used it.. I think I'll try that now :P Thanks!
Latan
03-08-2012, 09:54 AM
knights are a well balanced class (i think the only one) but we have 2 major issues:
1) speed
2) defence
1) we have no more spring to catch our enemies and we are outrunned by everyone (being the slowest class means that even a mage with no speed buffs can simply cast a CC and gain distance and the knight has no chance to catch him again). some time ago i proposed to move static field from staff mastery to vanguard: good feedback from users, but proposal ignored by ngd.
it could be a very simmple change to balance the game. it's useles for mages, but could fit perfectly with a tank role
2) we have too much defence against low damages and too low defence against high damages. defensive stance should give a lot less armor points (something like 30-50% instead of 150%) and more % damage resistance (something like 40% instead of 25%). moreover knight are supposed to be a supporting class and a TANK so we should have some base damage reduction. arcane constitution gives a good defence, but only against magical damage. we need some physical resistance so the best options would be adding a second passive spell with 5-15% physical reduction (while removing the passives prom weapons tree) or changing arcane constitution from 5-15% magical reduction to 2-10 magical + 2-10 physical reduction
my 2 cents
Awrath
03-08-2012, 01:15 PM
I think I still need to work with my setup. I'm not quite sure how to be a supportive knight and do damage thats worth a crap. Currently, I use hp, sw and pa and my dmg is around 200.. :eek24:
I play primarily support knight, and yes :p my damage output is rubbish, but I expect it to be so. I don't use a single damaging offensive spell (except kick (1), dropped shield bash since beacons made it useless) and no offensive buffs. However, one thing which does help is debuffs, I use disabling at level 5 and it helps get a bit more juice out of my weapon, give it a try, see if you can do a teeny bit more damage.
DkySven
03-08-2012, 03:39 PM
knights are a well balanced class (i think the only one) but we have 2 major issues:
1) speed
2) defence
1) we have no more spring to catch our enemies and we are outrunned by everyone (being the slowest class means that even a mage with no speed buffs can simply cast a CC and gain distance and the knight has no chance to catch him again). some time ago i proposed to move static field from staff mastery to vanguard: good feedback from users, but proposal ignored by ngd.
it could be a very simmple change to balance the game. it's useles for mages, but could fit perfectly with a tank role
2) we have too much defence against low damages and too low defence against high damages. defensive stance should give a lot less armor points (something like 30-50% instead of 150%) and more % damage resistance (something like 40% instead of 25%). moreover knight are supposed to be a supporting class and a TANK so we should have some base damage reduction. arcane constitution gives a good defence, but only against magical damage. we need some physical resistance so the best options would be adding a second passive spell with 5-15% physical reduction (while removing the passives prom weapons tree) or changing arcane constitution from 5-15% magical reduction to 2-10 magical + 2-10 physical reduction
my 2 cents
I completely agree, this would fix any issue I have with my knight. You could make of static field something like 'enemy is terrified by big armoured guy closing in on him'.
tarashunter
03-08-2012, 04:03 PM
knights are a well balanced class (i think the only one) but we have 2 major issues:
1) speed
2) defence
1) we have no more spring to catch our enemies and we are outrunned by everyone (being the slowest class means that even a mage with no speed buffs can simply cast a CC and gain distance and the knight has no chance to catch him again). some time ago i proposed to move static field from staff mastery to vanguard: good feedback from users, but proposal ignored by ngd.
it could be a very simmple change to balance the game. it's useles for mages, but could fit perfectly with a tank role
2) we have too much defence against low damages and too low defence against high damages. defensive stance should give a lot less armor points (something like 30-50% instead of 150%) and more % damage resistance (something like 40% instead of 25%). moreover knight are supposed to be a supporting class and a TANK so we should have some base damage reduction. arcane constitution gives a good defence, but only against magical damage. we need some physical resistance so the best options would be adding a second passive spell with 5-15% physical reduction (while removing the passives prom weapons tree) or changing arcane constitution from 5-15% magical reduction to 2-10 magical + 2-10 physical reduction
my 2 cents
+2 i like it a lot :P
knights are a well balanced class (i think the only one) but we have 2 major issues:
1) speed
2) defence
1) we have no more spring to catch our enemies and we are outrunned by everyone (being the slowest class means that even a mage with no speed buffs can simply cast a CC and gain distance and the knight has no chance to catch him again). some time ago i proposed to move static field from staff mastery to vanguard: good feedback from users, but proposal ignored by ngd.
it could be a very simmple change to balance the game. it's useles for mages, but could fit perfectly with a tank role
2) we have too much defence against low damages and too low defence against high damages. defensive stance should give a lot less armor points (something like 30-50% instead of 150%) and more % damage resistance (something like 40% instead of 25%). moreover knight are supposed to be a supporting class and a TANK so we should have some base damage reduction. arcane constitution gives a good defence, but only against magical damage. we need some physical resistance so the best options would be adding a second passive spell with 5-15% physical reduction (while removing the passives prom weapons tree) or changing arcane constitution from 5-15% magical reduction to 2-10 magical + 2-10 physical reduction
my 2 cents
Excellent post. I totally agree. I supported your static field idea as one of the very best and it remains so. Though I won't hold my breath, I really think NGD should give very serious consideration to this idea.
I would gladly give up rigorous preparation for this spell. The tactical applications of this could be positively huge.
The second part is also excellent and I totally agree. However, I would go just slightly further and add to your idea. Your attack malus should not be static. It should scale according to level as well. It still makes no sense to have a -90% static damage reduction while having a floating resistance/ armour modifier.
The more you concentrate on def the less you have offense and vise versa.
As for the last part, I totally agree. I would probably prefer 2 spells for point sink purposes as we would be compressing 3 passives to 1. So, one for magic damage reduction and one for physical damage reduction. I suppose the physical reduction could go on the shields tree and replace Ethereal mantle.
Of course we still have not figured out what to replace the 3 passives with. But one step at a time I guess. Barbs will probably not enjoy such a change
xD, but then the level 60's are a bit too tanky anyways. Besides , they have their own spell (Frenzy). Could be interesting.
I might seem crazy but I would go ahead and move spiritual blow to the Slash tree, Rend to the Pierce tree (thereby giving knights these spells too) and I have no clue what to put in the blunt tree. Make 2 all new spells for barbs for their 2 handed mastery tree. One of these could be self defense oriented to compensate for the loss of defensive passives.
Latan
03-09-2012, 03:11 AM
...I would go just slightly further and add to your idea...
i've proposed a lot of changes that could improve the gameplay (in my eyes ofc) like increasing to 2x for every class the multiplier that main attribute gives to normal hits damage (this could improve a bit the damage output of hunters), rising a bit the barbarian's damage lowering the AS (something like passive +20% dmg increase instead of 15% weapon damage increase, activable berserk +50/60% weapon damage and -15% A.S., remove fulminating [barbarians really don't need it], improve colossus [activable] with something like +100% str and an armor malus [-20/30%], remove passive resistances from weapons giving some extra protection with UM...something like 15% physical and magical resistance while under the UM effect) but every single proposal we make in the suggestion subforum isn't took in consideration.
we don't have a roadmap.
we have a balance work left after few steps.
we don't know what ngd think about hunters, mages' spells with fixed amount of healing/damages, knights' capability of tanking/stay in range, barbarians' damages, attack speed and defence.
we don't know if someone read the suggestion forum (someone could simply reply once a week...).
we don't know what ngd think about spells that scale in a wrong way (offensive stance -95% armor, -100% evasion, +5% damage? LOLWUT?)
if someone THAT REALLY KNOWS HOW TO PLAY THIS GAME would read the suggestion forum, would surely find a lot of garbage, but also A LOT of nice ideas to improve the game. the real point is that we don't have a staff' feedback so most of experienced players who could give their contribution, simply avoid to waste time writing something that usually isn't even read
i've proposed a lot of changes that could improve the gameplay (in my eyes ofc) like increasing to 2x for every class the multiplier that main attribute gives to normal hits damage (this could improve a bit the damage output of hunters), rising a bit the barbarian's damage lowering the AS (something like passive +20% dmg increase instead of 15% weapon damage increase, activable berserk +50/60% weapon damage and -15% A.S., remove fulminating [barbarians really don't need it], improve colossus [activable] with something like +100% str and an armor malus [-20/30%], remove passive resistances from weapons giving some extra protection with UM...something like 15% physical and magical resistance while under the UM effect) but every single proposal we make in the suggestion subforum isn't took in consideration.
we don't have a roadmap.
we have a balance work left after few steps.
we don't know what ngd think about hunters, mages' spells with fixed amount of healing/damages, knights' capability of tanking/stay in range, barbarians' damages, attack speed and defence.
we don't know if someone read the suggestion forum (someone could simply reply once a week...).
we don't know what ngd think about spells that scale in a wrong way (offensive stance -95% armor, -100% evasion, +5% damage? LOLWUT?)
Again, all good ideas. Such ideas would revolutionize the barb class. The barb desperately needs some toggle spells to stop the incessant buffing cycle.
What I realize is that it takes a gestation period of about 2 years for any player idea to hit the game in some fashion. So , anything you post here today (if you are lucky) will probably show up in ~2014.
Quite often stuff will never appear. This is because Regnum is no longer an "indie" game. NGD believes it has the intellectual resources in the company and all internal ideas will be superior in every way to "dumb uninformed player suggestions".
It won't affect me as I consider this forum my morning entertainment while I have my breakfast. To dream up new ideas simply keeps my mind sharp. Mental exercises if you wish.
JainFarstrider
03-12-2012, 01:24 AM
Yeah, we need a roadmap. Don't know why NGD doesn't give us one.
jakob
03-18-2012, 03:33 PM
Guys since we (Knights) lost the Spring ability we are no longer able to hunt in fact. Hunt means ( for me ) to find a same strong guy hopefully in same class and call him to a pvp. well its me, but else the hunt is when you going to find someone and have a great fight with. Not when you distrub low level players that trying to grind, and kill em in 2 shots. Its free rp, thats other stuff.
I dont really suggest you to use Knight for hunting.
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