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General discussion Topics related to various aspects of Champions of Regnum |
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08-07-2014, 07:40 PM | #1 |
Banned
Join Date: Aug 2011
Posts: 4,089
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[AMUN] - Version 1.10.9 - Balance and Bugfixing.
Hey everyone!
We're happy to announce that we've just opened Amun for the public. In this version you'll find a lot of Balance changes, as well as several fixes regarding old and annoying bugs we're pretty sure you've came across with. The main ideas behind the balance changes are: - Reducing cc spells durations. - Improving AoE spells perfomance. - Make some forgotten or unused skills interesting again. - Avoid freeze-effect AoE's being spammed. It's VERY important to explain the following and keep it in mind: - Useless crappy powers such as "Camouflage Corpse" and others haven't been touched yet. We're very aware that these NEED changes, but they have to be rethinked or even replaced with something better and maybe completely different. - WM powers aren't included. We're also aware that they are quite "meh..." and that they have to be attractive somehow. To do so, we decided to first touch most of the rest of spells and let these for the next update, as they also have to rethinked or replaced with something else. - This is the first big balance update we're doing. We know that you've been promised with balance stages and such; but we want to do things right and actually perform balance tweaks periodically, based on your feedback and our own personal experience (this includes testers and community volunteers). I also want to thank our Helpers and Testers teams, as they helped us out a lot in testing the changes while they were under development! Anyway, we're really looking forward for your constructive feedback! Useless or not-related comments will be deleted. Remember that you'll find the Changelog (in both spanish and english) attached to this post, as it's pretty big and it wouldn't fit in a single post We activated the -reset_powers command in Amun to make the testing easier. Be sure to have at least 600 gold to use it. IMPORTANT: UPDATED CHANGELOG POSTED ON AUGUST 12TH. CLICK HERE TO READ. Best Regards! Last edited by Frosk; 08-12-2014 at 09:19 PM. Reason: Added reset powers notice |
08-07-2014, 08:03 PM | #2 |
Pledge
Join Date: Jun 2013
Posts: 6
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AoE
What is AoE?, sorry for my ignorence
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08-07-2014, 08:14 PM | #3 |
Initiate
Join Date: May 2008
Location: Gone, Part time.. ETA? Unsure :(
Posts: 192
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Area of affect. For example Roar, Typhoon, Sultars Terror.
Areas. |
08-07-2014, 08:23 PM | #4 |
Master
Join Date: Jun 2011
Posts: 347
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In regards to barbs,
1) Passive resists have been nerfed (lvl 1-5:5%-10%) 2) Generic CC durations have been reduced 3) Ripost got absolute damage (but still needs casting time) 4) Caution is nerfed (again) 5) Fulminating cannot be used on areas 6) Defensive support is GONE. The last change seems a bit apprehensive, as UM duration hasn't been increased. It will just be a knock game with everyone having options to stay on foot while the barb keeps getting knocked down. |
08-07-2014, 08:47 PM | #5 |
Count
Join Date: Aug 2009
Location: United Kingdom, England
Posts: 1,038
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I'm so happy, before I used to hit barbs 200, but thanks to damage resist nerf I will now do more. God bless NGD.
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08-07-2014, 08:57 PM | #6 |
Count
Join Date: Aug 2009
Location: United Kingdom, England
Posts: 1,038
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NGD should consider giving more PP due to the duration nerfs on (common) spells
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08-07-2014, 08:57 PM | #7 |
Master
Join Date: Mar 2012
Location: Zagreb / Croatia
Posts: 578
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That's the massive balance update. Need to read it thoroughly.
Thanks, NGD!
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Slartibartfast / Slartibartflask / Phartiphukborlz / Slartibarbfast / Blart Versenwald :: The true Goat of Alsius
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08-07-2014, 09:13 PM | #8 |
Master
Join Date: Aug 2011
Location: The Netherlands
Posts: 549
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I like the sound of the changes, whole playstyles will become absolute but I think we'll get more 'action' overall
than wasting time being frozen/stunned/knocked down etc. the only spell that I think is over-nerfed is stalker mov speed reduction gone - great need allies to cast - great casting time 0.5 sec - hmm could work duration 15 seconds.. wait what?! I feel like even with the very low cast time it should last a little longer, defenitly when dragon is nerfed and fights at the door will happen its main use is getting allies in another place unseen, gate would be perfect example 15 seconds feels to short, nerfing it to 30 or 40 seconds sounds more workable to me (because really.. try getting your allies to move where you want them to w/o explaining it to them.. twice..)
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Winter Wolf (hunt) Winter Mage (conju) Winter Strike (knight) Winter's Big Bro (barb) I used Mind Blank too much, now I'm too dumb to resist anything. |
08-07-2014, 09:27 PM | #9 |
Master
Join Date: Jun 2011
Posts: 347
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Overall with all class changes, sparing some hiccups, this balance update looks a lot polished and agile and I'm starting to like it. Especially I feel the game is going to be more fluent and less static. So good work NGD
Though I think we may need more power points. |
08-07-2014, 09:37 PM | #10 |
Baron
Join Date: Jun 2010
Location: Czech Republic
Posts: 769
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Well, it's certainly a huge step in balance.
First of all, I like the removal of some of the chance effects (ie. spells were changed to have 100% chance). Still, don't forget there are multiple layers of resists Nerfs were made to all classes. I guess most of all hunters, locks and barbs. Considering rvr, perhaps a good change, in pvp this will be a pain. Some of my setups will have to be reworked from the scratch. Nerfed knocks, darkness and some other cc's is a good change. I'm still concerned about barb damage, knight defense, and especially mindsquasher. I hope some changes will come in future. To be honest, the changes are too widespread to be balanced out in theory, we will need a few weeks to see how they work on live servers in order to see how things turn out. I'm glad to see something big coming, it should be fun
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Kharbon
Proud member of CZ/SK WM - WM - WM - 56 - 53 - 50 |
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