Champions of Regnum

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-   -   RNG update at Amun! (https://forum.championsofregnum.com//showthread.php?t=105042)

Sentan 04-15-2015 05:16 PM

Bless, Eagle's Eye, Hawk's Gaze, Trained Eye still increase hit chance. :)

MDpro 04-15-2015 05:17 PM

Quote:

Originally Posted by Frosk (Post 1828874)
Archer:
- Evasive Tactics: Hit Chance changed to Damage Bonus: -2%/-4%/-6%/-7%/-8%.
- Cat Reflexes: Evade Chance changed to: 5%/10%/15%/20%/25%.
- Spell Elude: Spell Resistance changed to: 20%/50%/90%/140%/200%.
- Escapist: Absolute Evasion Chance changed to: 50%/60%/70%/80%/100%. Duration changed to: 4/4/5/6/8. Cooldown raised to 75 seconds.
- Son of the Wind: Absolute Spell Resist Chance changed to: 50%/60%/70%/80%/100%. Duration changed to: 4/4/5/6/8.

I disagree with making SOTW a spell resistance "chance" again, since a big part of this next update is making random resists happen less. SOTW is fine how it currently is in the live servers, even with the potential changes to stats and other spells. And about evasive tactics... Since most changes regarding hit chance are being changed to critical chance, why not do the same with evasive tactics and lower the critical chance by each level?

Anunnaki 04-15-2015 05:50 PM

can we have Poll for this change?
Seriously, this is the worst update ever

Hopeakettu 04-15-2015 05:53 PM

Quote:

Originally Posted by anukai (Post 1828937)
can we have Poll about this change?
Seriously, this is the worst update ever

There's no update yet, just new possible changes they put on Amun for testing. The values and stuff will probably change, so chillax. :drinks:

Hollow-Ichigo 04-15-2015 07:35 PM

NGD aren't stupid enough to make precise block cost that much mana. It must be some sort of Amun trolling

MedicAlert 04-15-2015 07:47 PM

Quote:

Originally Posted by Hollow-Ichigo (Post 1828960)
NGD aren't stupid enough to make precise block cost that much mana. It must be some sort of Amun trolling

It's called making shit unspammable. But it wasn't OP in the first place to begin with, if something like this would happen to ms, i'm all fucking in.
Besides, i like most of the changes apart from the 6% non-absolute crit chance on undead touch ring, if you're nerfing one stat of one similar item than rest should be affected too? or else you're making that item underpowered? smite ring needs nerf too, 75 mana would be fucking perfect and how about 2 strength on fury ring or else make the 6% absolute chance on undead touch.
Best,

Loque 04-15-2015 07:56 PM

Did something break after this update NGD?

http://i.imgur.com/NQeFR3S.jpg

Some more fun sauce:

https://www.youtube.com/watch?v=Z486MNPQyCo

mind-trick 04-15-2015 09:03 PM

you can change the hit chance stat to a different output that only affect spells, specifically the useless spells. for example: for hunters it can increase the usefulness of pets or reduce repair costs, doesnt have to be normal hit related though. there is no need for luck factor to be in this game, why not simply prevent that as much as possible?

I also think there is lots of inconsistency in drop rate and magnanite rocks. it can be stressful for newer toons.

Iheartpancakes 04-15-2015 10:49 PM

Quote:

Originally Posted by Loque (Post 1828968)
Did something break after this update NGD?

http://i.imgur.com/NQeFR3S.jpg

Some more fun sauce:

https://www.youtube.com/watch?v=Z486MNPQyCo

Hahaha thanks for the pvp. Haven't laughed this hard in ages.

Slartibartfast 04-15-2015 10:55 PM

Quote:

Originally Posted by Loque (Post 1828968)
Did something break after this update NGD?

http://i.imgur.com/NQeFR3S.jpg

Some more fun sauce:

https://www.youtube.com/watch?v=Z486MNPQyCo

Like you both have staves filled with blanks :)

Ludwig Von Mises 04-16-2015 02:31 AM

Quote:

Originally Posted by Frosk (Post 1828874)
Knight:
- Precise Block: Mana cost updated to 150/225/300/375/450.

Are you kidding? o.O

Usually knights before going into battle buff def support, caution, damage buff, auras, then charge into the middle of a zerg (if they make it) and most likely will need to dispel an ally. By this time they might be left with no mana. Further they usually cast army of one Before charging which costs alot of mana, then to cast an area like thunder costs alot of mana too. I'm thinking they probably won't have enough mana to cast army of one or thunder if they cast precise block. This new mana cost is just too much Frosk. I mean how do you go from the original mana cost of 50 mana at level 5 to 450 mana? :::O

Normal knight mana is about 1500. Defensive support is 200 mana, caution level 4 160 mana, brutal impact buff 140 mana, army of one 300 mana, dispel 210 mana, faint 200 mana, kick 4 160 mana, disabling level-1 200 mana, comes to 1570 mana. By this time you'v likely run out of mana.

New lets say you want to be more offensive. MS-5 is 200 mana, thunder 500 mana, forceful blow 130 mana, ribs breaker 130 mana,
comes to 960 plus 1570 thats 2530 mana. xD And i haven't added the knight auras yet. :P

Now lets add the knight auras which most knights might use: Heroic presence 400 mana, shield wall 240 mana, deflecting barrier 450 mana, stars shield 240, comes to 1330 mana plus 2530 thats 3860 mana. And now that precise block might become 450 mana thats 4310 mana. wow :P What do you think knights are mana machines? xD

Gnupis 04-16-2015 06:16 AM

Quote:

Originally Posted by Frosk (Post 1828874)

- Escapist: Absolute Evasion Chance changed to: 50%/60%/70%/80%/100%. Duration changed to: 4/4/5/6/8. Cooldown raised to 75 seconds.
- Son of the Wind: Absolute Spell Resist Chance changed to: 50%/60%/70%/80%/100%. Duration changed to: 4/4/5/6/8.

Please don't make spells below lvl5 useless. You can either revamp the skill system and make each spell cost different or scale the spell usefulness regarding the points invested. If I have to use 5 points for each spell I decide to use the skillsets we can build become pretty limited, not to mention we almost always will drop situational spells in favor of the more useful ones, resulting in standard "good" or "bad" builds.

Kyrenis 04-16-2015 10:43 AM

Quote:

Originally Posted by Frosk (Post 1828874)
Knight:
- Precise Block: Mana cost updated to 150/225/300/375/450.

Defensive stance is the problem, not PB.

Adrian 04-16-2015 12:22 PM

Quote:

Originally Posted by Gnupis (Post 1829039)
Please don't make spells below lvl5 useless. You can either revamp the skill system and make each spell cost different or scale the spell usefulness regarding the points invested. If I have to use 5 points for each spell I decide to use the skillsets we can build become pretty limited, not to mention we almost always will drop situational spells in favor of the more useful ones, resulting in standard "good" or "bad" builds.

Yes, in this case the focus was wrong. As I said multiple times: these changes are not final. We're adjusting to see what fits this new system. Chances will be effective and not fluctuating like before. This development stage will have a lot of changes but none of them are final until we say so.

PLEASE, understand that this is the most difficult change ever for Regnum.

Iheartpancakes 04-16-2015 01:17 PM

Quote:

Originally Posted by Adrian (Post 1829059)
PLEASE, understand that this is the most difficult change ever for Regnum.

We do. We're just throwing out feedback as you make changes to try and help (though some feedback may be a little more "extreme" and less helpful than others).

Thanks for keeping us updated in the meantime.

Best,

Sentan 04-16-2015 01:40 PM

Quote:

Originally Posted by Frosk (Post 1828874)
- Rapid Shot: Hit Chance changed to Critical Chance: -50%.

http://i60.tinypic.com/svjv5v.jpg
Quote:

The shot range increases, but the efficiency decreases.
Why only Rapid Shot has -hit chance/crit chance debuff? Add the negative effect to Parabolic Shot as well... maybe -8% damage or -50% crit chance.

Ava De Kedavra 04-16-2015 02:49 PM

Will you translate your signiture Adrián please?
Thanks in advance.NVMD. :D

Loque 04-16-2015 03:24 PM

"AMUN CURRENTLY IS NOT A FINAL VERSION. EVERY CHANGE IS TO BE TESTED, OR ENHANCED OR REVERTED."

But seriously, stop riding the monkey on their backs. You don't understand a simple thing as a TEST server or what.

Hollow-Ichigo 04-16-2015 03:52 PM

Quote:

Originally Posted by Loque (Post 1829079)
"AMUN CURRENTLY IS NOT A FINAL VERSION. EVERY CHANGE IS TO BE TESTED, OR ENHANCED OR REVERTED."

But seriously, stop riding the monkey on their backs. You don't understand a simple thing as a TEST server or what.

Yes, we do know it is a test server. How many times in the past did they say "this is just a test not the final version" people unanimously complained, and guess what still went live. YOU GUESSED IT. Like, instead of giving parabolic a -dmg, they give evasive tactics. How does this make any sense, even as a test? This spell already had -evade or -hc, IIRC, and putting -dmg on a buff that is not used frequently by pew-pew max range marks or effect fights the same way as other spells do (I.E. parabolic now gives the possibiliy of a player being untouchable to the opposing fighters. Evasive doesnt do anything of the sort) just makes the very few who dont stay at max range, want to stay at max range. And this kills petless hunters and archers without boss jewls in general. They put the mana cost on PB to an absurd amount. They didn't change knight regen or give knights more mana. They just changed the mana this high. Again, how does this make sense, at all? Knights are already low enough on mana, and I don't recall people complaining about PB outside of the bugs. Then we have SotW and Escapist. These spells were fine as they are now. If anything, UM should be changed to what SotW is. But SotW and Escapist are amazing on the live server, but, yet again, NGD wants to change these spells for the how many times now?

They could have applied these changes on so many controversial spells, that actually need to have a drawback. Like the -dmg to parabolic, for perfect example. And I think that is why the backlash is here. Because we all know the history of what "this is a test" actually means.

-Drew

Ivramartono 04-16-2015 04:19 PM

eventho its still a test, i think the userbase lost 'faith' in ngd and their promises due to past updates. I hope its different this time

Id rather let knights use pb more often and lower random blocks, let them time it, when to block etc.
there is no need to make warriors more support dependant at all

Best,

schachteana 04-16-2015 09:17 PM

well, while we're at it.

I think it would be nice if spells were not only usable below level 5, but if most buffs also had a downside. Let's say, caution makes you 15% slower, defensive stance consuming mana per second, thirst of blood only for two-handed weapons and so on.
Looking forward to the day when all spells will be equally worth skilling :D

MDpro 04-16-2015 10:12 PM

Quote:

Originally Posted by Slartibartfast (Post 1829012)
Like you both have staves filled with blanks :)

:lightsabre: :superpusso: :pumpkin:

Gnupis 04-17-2015 01:57 AM

Quote:

Originally Posted by Adrian (Post 1829059)
Yes, in this case the focus was wrong. As I said multiple times: these changes are not final. We're adjusting to see what fits this new system. Chances will be effective and not fluctuating like before. This development stage will have a lot of changes but none of them are final until we say so.

PLEASE, understand that this is the most difficult change ever for Regnum.

I understand the changes are not final and I am happy we can talk about them before they are. However, on this matter particularly, its a lot of spells that have this problem after the update that nerfed CC spells, like knockdowns and cannot-move effects that last for 2 seconds while they cause a global cooldown of 1sec. There are many ways to reduce a spell's effectiveness whle keeping it in the game.

I would say it is much more preferable to keep a spell's duration stable throughout its ranks and reduce other factors than making the duration so short its insignifficant. Example, a 2 sec ambush will be used by absolutely noone, a 5-6sec ambush with a 50% fail chance though will be conidered for as little as 1-2 points.

Iheartpancakes 04-17-2015 02:30 AM

Quote:

Originally Posted by Gnupis (Post 1829138)
Example, a 2 sec ambush will be used by absolutely noone

I use a 2 sec will domain. Couldn't be bothered reskilling after last nerf.

Frosk 04-17-2015 07:47 PM

New changes have been uploaded at Amun.

Here's the changelog!

Gameplay - System:
- Added: Offensive Wall Camps. When a Realm vulnerates an enemy, if any player of that Realm dies in the hands of another player in the Realm Wall Door zone, "Offensive Wall Camp" can be used as an option to respawn. These camps are located farther that then defender's Wall Camps, but way closer than the nearest save. Visuals still to be modified (there are no props yet!)
Their approximate coords are:
Syrtis: 2806 3739
Alsius: 2104 2471
Ignis: 4052 2733
Note that this will have no effect in Realm Balance, as if it exists, it doesn't matter if they respawn near or far. Realm Balance is to be addressed with other features we will be adding in the next days.
- Added: Offensive Wall Camp Guards. When the vulneration starts, guards from the vulnerator realm spawn there to protect the players.
Note that this guards, quantity and all visuals are still to be enhanced.

Gameplay - Skills:
- Precise Block: Mana cost updated to 90/110/140/170/200. Duration changed to 4/5/6/7/9. Cooldown changed to 45 sec.
- Escapist: Absolute Evasion Chance changed to: 100%. Duration changed to: 3/4/5/6/8.
- Son of the Wind: Absolute Spell Resist Chance changed to: 100%. Duration changed to: 3/4/5/6/8.

Gameplay - Interface:
- Added: Skill status of "Only blockable / resistable at 100%". This already existed for several skills but was not being mentioned in the tooltip.
This means that only if you reach 100% block or spell resist you could block or resist them.
- Added: Movement Speed is shown in the Character Sheet.

Gameplay - RNG
Fixed: Chances not being properly calculated due to a general error.

Sentan 04-17-2015 08:03 PM

Quote:

Originally Posted by Frosk (Post 1829177)
Gameplay - Skills:
- Precise Block: Mana cost updated to 90/110/140/170/200. Duration changed to 4/5/6/7/9. Cooldown changed to 45 sec.
- Escapist: Absolute Evasion Chance changed to: 100%. Duration changed to: 3/4/5/6/8.
- Son of the Wind: Absolute Spell Resist Chance changed to: 100%. Duration changed to: 3/4/5/6/8.

Much better :) But pls, fix PB bug! :P

ShadowForce 04-17-2015 08:18 PM

Excellent changes, looking forward to testing.

MDpro 04-17-2015 08:52 PM

Quote:

Originally Posted by Frosk (Post 1829177)
Gameplay - Skills:
- Precise Block: Mana cost updated to 90/110/140/170/200. Duration changed to 4/5/6/7/9. Cooldown changed to 45 sec.
- Escapist: Absolute Evasion Chance changed to: 100%. Duration changed to: 3/4/5/6/8.
- Son of the Wind: Absolute Spell Resist Chance changed to: 100%. Duration changed to: 3/4/5/6/8.

Nice. :smile::thumb_up::thumb_up:

Iheartpancakes 04-17-2015 09:25 PM

Quote:

Originally Posted by Frosk (Post 1829177)
- Added: Offensive Wall Camps. When a Realm vulnerates an enemy, if any player of that Realm dies in the hands of another player in the Realm Wall Door zone, "Offensive Wall Camp" can be used as an option to respawn. These camps are located farther that then defender's Wall Camps, but way closer than the nearest save. Visuals still to be modified (there are no props yet!)

This sounds really good. Nice addition!

The other changes are much, much better than the previous update.

Best,

DogFish 04-17-2015 11:25 PM

Quote:

Originally Posted by Frosk (Post 1829177)
Gameplay - Skills:
- Precise Block: Mana cost updated to 90/110/140/170/200. Duration changed to 4/5/6/7/9. Cooldown changed to 45 sec.


I think the mana cost update is a good change. I am concerned that the new duration/cooldown will tip the balance of melee fighting entirely towards knights.

With a duration of 9 seconds, precise block 5 means a knight can simply wait out the duration of UM. A barb has no good way to approach a knight. If you UM first, they PB and then chain knock you. If you don't UM, you get a spear range feint. If you UM to avoid the second knock, the knight just casts PB, waits out UM and then uses the second knock. Any CC is likely to fail given the 65% resist from def support and up to 25% knock resist from steadiness. The knight class is simply too safe, there is no risk involved.

I think that the duration/cooldown should be left at their current values for now. I'd rather this update just focus on the RNG. Class balance is important and should have it's own separate update.

Hayir 04-17-2015 11:41 PM

Quote:

Originally Posted by DogFish (Post 1829217)
I think the mana cost update is a good change. I am concerned that the new duration/cooldown will tip the balance of melee fighting entirely towards knights.

With a duration of 9 seconds, precise block 5 means a knight can simply wait out the duration of UM. A barb has no good way to approach a knight. If you UM first, they PB and then chain knock you. If you don't UM, you get a spear range feint. If you UM to avoid the second knock, the knight just casts PB, waits out UM and then uses the second knock. Any CC is likely to fail given the 65% resist from def support and up to 25% knock resist from steadiness. The knight class is simply too safe, there is no risk involved.

I think that the duration/cooldown should be left at their current values for now. I'd rather this update just focus on the RNG. Class balance is important and should have it's own separate update.


the barbs i know just stay in range until def roar works.

MDpro 04-18-2015 12:19 AM

Quote:

Originally Posted by DogFish (Post 1829217)
I think the mana cost update is a good change. I am concerned that the new duration/cooldown will tip the balance of melee fighting entirely towards knights.

With a duration of 9 seconds, precise block 5 means a knight can simply wait out the duration of UM. A barb has no good way to approach a knight. If you UM first, they PB and then chain knock you. If you don't UM, you get a spear range feint. If you UM to avoid the second knock, the knight just casts PB, waits out UM and then uses the second knock. Any CC is likely to fail given the 65% resist from def support and up to 25% knock resist from steadiness. The knight class is simply too safe, there is no risk involved.

I think that the duration/cooldown should be left at their current values for now. I'd rather this update just focus on the RNG. Class balance is important and should have it's own separate update.

Agreed 100%.

pieceofmeat 04-18-2015 01:03 AM

Maybe ngd can fix or otherwise remove pb animation?
Nearly all knights are abusing the animation bug anyway.

Ava De Kedavra 04-18-2015 01:35 AM

What about this?

Quote:

Originally Posted by Frosk (Post 1828874)
Archer:
- Evasive Tactics: Hit Chance changed to Damage Bonus: -2%/-4%/-6%/-7%/-8%.

IMO it rather should have some other malus than damage bonus.

halvdan 04-18-2015 06:14 AM

Quote:

Originally Posted by DogFish (Post 1829217)
I think the mana cost update is a good change. I am concerned that the new duration/cooldown will tip the balance of melee fighting entirely towards knights.

With a duration of 9 seconds, precise block 5 means a knight can simply wait out the duration of UM. A barb has no good way to approach a knight. If you UM first, they PB and then chain knock you. If you don't UM, you get a spear range feint. If you UM to avoid the second knock, the knight just casts PB, waits out UM and then uses the second knock. Any CC is likely to fail given the 65% resist from def support and up to 25% knock resist from steadiness. The knight class is simply too safe, there is no risk involved.

I think that the duration/cooldown should be left at their current values for now. I'd rather this update just focus on the RNG. Class balance is important and should have it's own separate update.

You assume that knights will be using PB 5 which isn't necessary so.
In other words, it's much better to have skilled lvl 1-2 precise block and be able to use it in time of need than having it skilled on lvl 5, but in many cases not be able to cast it due to high mana cost.

Well, I don't really like increasing of CD...I would more expect doing such changes on spells like fulminating or mindsquasher, don't know what made NGD think precise block needs nerf.

Anyway, this version of precise block is much more acceptable than the previous 'mana hole'. Still would be happier to see PB untouched.

Sentan 04-18-2015 07:15 AM

Quote:

Originally Posted by halvdan (Post 1829235)
I would more expect doing such changes on spells like fulminating...

Yeah. If you nerf PB do the same with fulminating.

LawZ 04-18-2015 07:42 AM

Alo.

Some remarks from my side:

1. Thank you for adding the "movement speed" attribute on character sheet. But, to be honest, I expected something better than a percent. :p
If you can translate the percent to "meters per second", it would be perfect and could give a better insight to the player.

On a first side-note, I tried my +4% ms leggs and found out that the speed increases from 100% to 103% (see photo below). So, either the +4% refers to the base, thus is not an absolute percent, or something is wrong with the character sheet. Could you check it pls? <--- Check below.

On a second side-note, please consider adding "attack speed" attribute as well. It could be measured on "hits per second" or something like that. Furthermore, you can also add hp and mana regen rates, in "hp and mana points per sec". Just throwing ideas here...

2. I am bit disappointed with the second stat of eve ring. The 6% crit chance is non-absolute and refers to base crit chance. This means something like 0.4% on absolute terms (on my toon and equipment anyway). I would like to see an absolute crit chance on eve rings, like 2-3%.
On the other hand, even if it stays as it is, it's acceptable. Both old HC and new crit chance have had questionable impact anyway. After all, players do not wear them for that stat.

3. Unfortunately, dodge and spell elude still seem useless for my taste. Their relative-to-base evasion and spell resistance bonus, respectively, are too low to have any observable impact, imo. Some feedback from other players on these spells would be appreciated.

4. The damage malus on evasive tactics is tricky, but acceptable. Thing is that this spell needs even better timing now, since it already have had a relatively small duration.

5. The new RNG system looks ok to me.

6. There are still spells, like eagle's eye, killer instinct, trained eye, etc., that need to be corrected.

http://s23.postimg.org/6uwln9kwr/scr...8_09_57_44.jpg

Extra Info for Movement Speed
The 103%, mentioned above, may result from a round-off error. Casting mobility (+10% - absolute?), the movement speed increases from 103% to 113.99%. If mobility is absolute, then leggs give 3.99% (almost 4%), but for some reason it is rounded down to 103%. Anyway, it needs NGD's attention to configure or better calibrate it.

http://s16.postimg.org/jumt2yujp/scr...8_11_54_37.jpg

Best,

Ludwig Von Mises 04-18-2015 08:56 AM

Quote:

Originally Posted by Frosk (Post 1829177)
Gameplay - Skills:
- Precise Block: Mana cost updated to 90/110/140/170/200. Duration changed to 4/5/6/7/9. Cooldown changed to 45 sec.

So precise block cooldown now more then twice as long, from 20 seconds to 45 seconds, hmm i'm sceptical but i'll wait to test it out before i say its good, okay, or bad etc.. Thanks for looking further into it though Frosk. :]

Sentan 04-18-2015 09:56 AM

Quote:

Originally Posted by Frosk (Post 1829177)
- Added: Offensive Wall Camps. When a Realm vulnerates an enemy, if any player of that Realm dies in the hands of another player in the Realm Wall Door zone, "Offensive Wall Camp" can be used as an option to respawn. These camps are located farther that then defender's Wall Camps, but way closer than the nearest save. Visuals still to be modified (there are no props yet!)
Their approximate coords are:
Syrtis: 2806 3739
Alsius: 2104 2471
Ignis: 4052 2733

http://i62.tinypic.com/2wppg6r.jpg
Imo it's too close to the Realm Wall Door. So easy for the invaders :P Defenders should get something as well. Maybe GC or stronger gate.

Ludwig Von Mises 04-18-2015 11:25 AM

Quote:

Originally Posted by Sentan (Post 1829254)
http://i62.tinypic.com/2wppg6r.jpg
Imo it's too close to the Realm Wall Door. So easy for the invaders :P Defenders should get something as well. Maybe GC or stronger gate.

I like the location of the offensive camp though. :]

Just imagine like last invasion which is all too common. Alsius having 15 plus against 4 syrtis defending the gate. At Least give the defenders GC's plus more guards inside the gate when their underpopulated. I think thats the least that should be done to give the defenders with very low numbers a chance to defend successfully.

The changes to precise block seem to be okay.


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