Champions of Regnum

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-   -   [AMUN] - Version 1.10.9 - Balance and Bugfixing. (https://forum.championsofregnum.com//showthread.php?t=103348)

NotScias 08-08-2014 02:44 PM

Even if I'm not playing this since quite some time I keep an eye on what used to be my favorite time wasting activity.

Most of the changes are quite long due and welcomed, I particularly appreciate the CC duration reduction, the revival of useless spells (Mass Rez, Splinter wall...) and the reduction of barb tankiness (as they should NOT be tanks), so it's definately a big step in the right direction.

However I still think it's far from enough, especially on the Mage side.
Mages and especially Warlocks suffer a lack of direct damage since the lv60 level cap and little has been done to address that. I still believe they need scalability like amplified spell damage from +Int stat or more spell levels (like 7-8). Also while CC durations have been reduced, the casting times are still a painful chore leaving mages still as clunky to play and more vulnerable as they ever were.

Absolute armor reduction is also something that should die a horrible death because it just amplifies imbalances between gear quality, character levels and so on...

So yeah, while I think it's a good step in the right direction, I'm sad to see that it's just superficial balancing and not fixing the root issues once and for all like armor reduction, resist/evade system and spell scalability. It's also sad to see some spells and trees like Staff Mastery just had slight changes while they needed complete revamps.

In fine we just have the same old boring and broken combat system and spells, just with slight temporary changes that will need rebalance in x months/years, rather than fixing the roots, get new innovative and original spells, and another combat system that doesn't have to heavily rely on resists/evades.

Still not a good reason to come back but I still keep an eye on the next balance updates.

Blastard 08-08-2014 02:59 PM

Quote:

Originally Posted by schachteana (Post 1806052)

Thanks!
10chars

Madrio Avertion 08-08-2014 03:30 PM

Quote:

Originally Posted by Adrian (Post 1806021)
We added the command -reset_powers in Amun. You have to have 600 gold at least to use it, because we didn't want to mess with the functionality so it stayed like that :tonguey:

Also, the changelog has this line missing:

- Fixed: Super Bosses in the War Zone (Thorkul, Evendim, Daen-Rha) are now level 60 and also drop items for players of this level.

Drops Level 55 :dumbofme:

Rising_Cold 08-08-2014 03:37 PM

Quote:

Originally Posted by Madrio Avertion (Post 1806068)
Drops Level 55 :dumbofme:

ala stuff is lv 55 too and ppl use it..
how else is NGD going to get people to gamble for legendary stuff?

Im very happy with the change, finally lv 60 toons can get gold again <3

xayne 08-08-2014 06:24 PM

Why are you killing fulminating expansive wave? No one on Haven I have seen even does this. One of the coolest barb moves gets destroyed.

It's friggin idiotic to just remove everything you see as OP. It's going to be a game of knights and conjus now literally hitting each other with nerf toys.

This is the future of RO gameplay...


NGD, how is a barb without boss jewelry supposed to kill a skilled knight now? Do you get your ideas for balance from people that actually play the game?

schachteana 08-08-2014 06:48 PM

Quote:

Originally Posted by xayne (Post 1806091)
Why are you killing fulminating expansive wave? No one on Haven I have seen even does this. One of the coolest barb moves gets destroyed.

yes, true. even worse that you won't be able to use it with fulminating. I don't think this was necessary. Barbs AoE dmg was quite balanced, I'd say.

Quote:

Originally Posted by xayne (Post 1806091)
It's friggin idiotic to just remove everything you see as OP.

No, that's exactly the right way. Plus, they aren't removing anything, they are adjusting it and trying to make other spells equally useful.
Quote:

Originally Posted by xayne (Post 1806091)
It's going to be a game of knights and conjus now literally hitting each other with nerf toys.

why would you say that. barbs still deal a whole LOT of damage, their defense just got decreased which is the right thing to do

Quote:

Originally Posted by xayne (Post 1806091)
NGD, how is a barb without boss jewelry supposed to kill a skilled knight now?

Idk, maybe with their 2k norm hits.
Even if they can't - duels have never been balanced, this game is oriented on RvR.

Loque 08-08-2014 07:07 PM

Quote:

Originally Posted by schachteana (Post 1806095)
yes, true. even worse that you won't be able to use it with fulminating. I don't think this was necessary. Barbs AoE dmg was quite balanced, I'd say.

Not exactly, the new buffed up areas are very decent. I think they made that change in regards to this, not how old AoEs of barb were.
Quote:

Originally Posted by schachteana (Post 1806095)
Idk, maybe with their 2k norm hits.

Timing. (you can forget 2k norms from normal geared barbs from here on)

xayne 08-08-2014 10:26 PM

Quote:

Originally Posted by schachteana (Post 1806095)

Idk, maybe with their 2k norm hits.
Even if they can't - duels have never been balanced, this game is oriented on RvR.

So the knight will stand there in offensive stance with no army of one during the few seconds I am in fulm madness? I did say 'skilled knight.' Hell they don't even need to be all that skilled. I think knights with a pulse know when to block.

After that awesome shot in madness it's over with knights two knocks and constant defensive support.

Hollow-Ichigo 08-08-2014 10:43 PM

Barbarian will no longer kill knight 1v1 lol.

Zina Pallas 08-08-2014 11:06 PM

Quote:

Originally Posted by Hollow-Ichigo (Post 1806151)
Barbarian will no longer kill knight 1v1 lol.

kick and feint both 6sec duration and 30sec cd. There will be no way to properly chain-CC anymore, so knights will be wrecked even harder by barbs from now.


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