Champions of Regnum

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

pieceofmeat 05-17-2015 08:17 AM

Quote:

Originally Posted by DogFish (Post 1832585)
Regarding fort rewards, is there any system in place to prevent people from abusing the rewards system? For example, two realms staying inside a fort, alternately capping after the reward is given? Or alternately a huge zerg just moving from one fort to the next to collect rewards? This simply leaves the defending realm to retake empty forts, which leads to rather boring gameplay.

If you remember back to Horus days, there was an event with rosettes, where these items were rewarded upon fort capture. We did see groups of players game this system to very rapidly gain rewards by repeatedly capturing a fort with another realm. I would hate to see the same thing happen to this system.

I don't have a solid idea on how to fix this, but it'd be interesting to see what other people thought. Perhaps making the reward proportional to defenders / attackers.

Its a legitimate concern, it likely would be abused if the reward you can get are a lot more significant.

Also some have farmed WMC for years on a single character. Is this going to be insignificant? Some have "earned" and spent it on the useless rewards, others have just not been bothered with the quests because... terrible rewards... their time zone and the quest giver position etc.

It feel a bit awkward to me, new reward system, new rewards? then we should start with a clean slate.

Something finally have to be done the NPCs that give WM quest, running into "safe zone" every other day, maybe with multiple characters. Its just really stupid NGD.

Iheartpancakes 05-17-2015 01:10 PM

Quote:

Originally Posted by pieceofmeat (Post 1832594)
Something finally have to be done the NPCs that give WM quest, running into "safe zone" every other day, maybe with multiple characters. Its just really stupid NGD.

This is probably what held me back making warmaster for such a long time. I'd have all the quests complete, but couldn't be bothered running all the way back into town to hand them in.. usually because there was war going on, or because it just takes so damn long. Then you have to wait for the quest to reset. So if you forget or stuck in war and hand it in just after they have reset, you need to wait a day, then ride all the way back into town again.
I feel like I spend most of my time in this game on the back of a horse.

Hopeakettu 05-17-2015 01:48 PM

Quote:

Originally Posted by Iheartpancakes (Post 1832604)
I feel like I spend most of my time in this game on the back of a horse.

This vid never gets old :horsey:

But at least there's some traffic between war zone and inner realm :thumb:

Iheartpancakes 05-17-2015 01:59 PM

Quote:

Originally Posted by Hopeakettu (Post 1832609)
This vid never gets old :horsey:

Hah, yes, this sums it up pretty well!

Iheartpancakes 05-17-2015 02:02 PM

I've always wanted to see wm quest npcs and trainers found in forts. Perhaps a trapdoor to a training area underground with trainers, wm quests and training dummies to test your dps.

Hollow-Ichigo 05-17-2015 02:25 PM

Or just put the WM NPCs at the Great Wall like the event NPC usually is

halvdan 05-17-2015 03:15 PM

1 Attachment(s)
Quote:

Originally Posted by Frosk (Post 1830514)
- Sprint: Cooldown changed to 40 seconds. Absolute Spell Resistance changed to Range Received Damage: -30%/-30%/-30%/-60%/-60%. Duration changed to 10 seconds.

So do I understand it right, Sprint will be +35% speed for duration of 10seconds with pretty high ranged dmg debuff? Or will it stay on 25% like before?
Why one class which is generally considered to be most powerfull(effective), or atleast the class which is in its current state everything but not weak, going to get unexplained huge buffs on its already enough effective spells?

Also, if you're doing changes on character interface, would be nice to change description of intelligence. More spell duration, really? :D
Or even better, make this dream description come true:

pieceofmeat 05-17-2015 03:59 PM

Quote:

Originally Posted by halvdan (Post 1832616)
So do I understand it right, Sprint will be +35% speed for duration of 10seconds with pretty high ranged dmg debuff? Or will it stay on 25% like before?
Why one class which is generally considered to be most powerfull(effective), or atleast the class which is in its current state everything but not weak, going to get unexplained huge buffs on its already enough effective spells?

Also, if you're doing changes on character interface, would be nice to change description of intelligence. More spell duration, really? :D
Or even better, make this dream description come true:

I guess NGD like the barb and babysitter element of this games RvR.

Ivramartono 05-17-2015 06:32 PM

The change for sprint needs to be in its own seperate balance update because you need to change all other skills and mechanics to issue any following consequences. The RNG update and everything related to rng should be implemented now if i look at the schedule. Sprint isnt related to any consequence made after rng modification.
Bring it live already D:

pieceofmeat 05-17-2015 06:48 PM

They wait for the 8 year anniversary.

-Aniara- 05-17-2015 09:49 PM

[QUOTE=Ivramartono;1832643]The change for sprint needs to be in its own seperate balance update.....

They prolly changed it cause of grounding arrow, adding immobilize on that made it next to impossible for a barb to ever reach a archer in 1 vs 1/small scale fights.

However buffed spring may cause bad things to happen in RVR situations, we will see. (but prolly nothing a well placed MS 5 cant sort out ;o)

Iheartpancakes 05-18-2015 12:53 AM

Quote:

Originally Posted by -Aniara- (Post 1832665)
(but prolly nothing a well placed MS 5 cant sort out ;o)

I hate you

Candyx 05-18-2015 06:42 AM

[QUOTE=-Aniara-;1832665]
Quote:

Originally Posted by Ivramartono (Post 1832643)
The change for sprint needs to be in its own seperate balance update.....

They prolly changed it cause of grounding arrow, adding immobilize on that made it next to impossible for a barb to ever reach a archer in 1 vs 1/small scale fights.

However buffed spring may cause bad things to happen in RVR situations, we will see. (but prolly nothing a well placed MS 5 cant sort out ;o)

The problem with that sort of balance is they've moved from the archer certainly winning to the barb certainly winning.

Iheartpancakes 05-18-2015 08:23 AM

Quote:

Originally Posted by Candyx (Post 1832708)

The problem with that sort of balance is they've moved from the archer certainly winning to the barb certainly winning.

Caltrops 5. Enough said.

Ivramartono 05-18-2015 08:55 AM

warlocks will be way easier to catch. Archers are still hard as fuck to reach even with the 35% spring.
The problem is that archer is packed with high range and movement speed combined. Nerf hunter range and remove mobility of marksman as the difference between these 2 classes is minimalistic too. Its complicated and needs its own update

-Aniara- 05-18-2015 08:58 AM

[QUOTE=Candyx;1832708]
Quote:

Originally Posted by -Aniara- (Post 1832665)

The problem with that sort of balance is they've moved from the archer certainly winning to the barb certainly winning.





Well like this; If u want every class to have 50% chance of winning/efficiency at the full spectra from 1 vs 1 to full out zerg war, you prolly just made RO a one class game (that would take that all players have same spells/skills). Imo that be boring.

I prefer to look at balance like this;

Every class need to have something it does best and some unique skills thats gives it a role to play in the big picture of things.

The archer vs barb 1 vs 1 should be hard for the barb and in RvR the other way around. Barbs excel at dealing dmg under support, archer (hunter most so) in playing solo.

That said even under good circumstances there should be a risk involved, today a barb vs hunter so much favours the hunter the barb can pretty much just sit down and await transport to cs.

I think the changes to spring is meant to remedy this a bit, if NGD overdo it so much it turns to a given win for the barb they break the hunters main role, to excel at 1 vs 1 scenarios, lets hope they don't do that.

PS Caltrops 5 is a great spell, almost as good as MS 5! (Though it's designed for RVR where it usually gets dispell'ed very fast, in 1 vs 1 scenarios it's just trolling op ;o) This kind of balance issues is very hard to avoid. (same goes for MoD and some other AoE spells, prolly only way around this would be to add a allies around parameter, much like Horn.)

Candyx 05-22-2015 07:54 AM

Some interesting things on the patch notes that I didn't notice before:

Sadistic servant: Makes lock chains too OP - that's coming from someone who thinks all resists should be removed

Daen Rha isn't attackable from above any more: I get that you had to change it because Ignis can't just rush up there and kill the other realms attacking (they have to go around) but this just means they have one very small entrance they need to guard as opposed to Evedim which is practically open 360 degrees and thork which has two entrances.

Knight change: Will mean less tanking, not sure how this will play in the RvR

Premium additions: Great work!

Sentan 05-22-2015 08:09 AM

Quote:

Originally Posted by Candyx (Post 1833182)
Sadistic servant: Makes lock chains too OP - that's coming from someone who thinks all resists should be removed

Nobody will use it anyway... but might be helpful at bosses.

Quote:

Originally Posted by Candyx
Knight change: Will mean less tanking, not sure how this will play in the RvR

Quote:

Shields give Block in half their previous value in absolute percentage. If a Shield had +30 Block, now gives +15% Absolute Block (shown as Block +15)
- Block: Block Chance changed to: 150%.
37,5% Absolute Block with this spell? right? better get disabling ASAP. xD

pieceofmeat 05-22-2015 08:21 AM

Quote:

Originally Posted by Candyx (Post 1833182)
Sadistic servant: Makes lock chains too OP - that's coming from someone who thinks all resists should be removed.

If you skill it and use it, you deserve it, its pretty much useless in RvR.
Besides knock, dizzy resist etc will not be affected.
Spell elude gives +200% = 300%... so its doesn’t even counter a pre buff.
Barbs can use challanging roar to 150% as well, so they are not left with nothing either.

Also funny that mention sadistic guards but not challange with its low cooldown? Knights chains are way more accurate, instant cast and relativly easy to perform without interuption.

And if RNG is update is worth anything resist rates will be more accurate and much fewer anyhow.

My concern is challenging roar will make barbs cast def roar ultra fast and other OP AoEs as well.
Then its the incentive for hunters again is to gank as much and easily as possible.

Candyx 05-22-2015 11:08 AM

Quote:

Originally Posted by pieceofmeat (Post 1833185)
...

Spell elude gives +200% = 300%... so its doesn’t even counter a pre buff.
Barbs can use challanging roar to 150% as well, so they are not left with nothing either.

...

Spell elude is relative increase, so if you're on 5% you'll go to 15%. Sadistic guards is (unless it's changed since I last tested) an absolute decrease by 100%. so 15%-100% = 0%. In fact if you cast this *before* SOTW they should just cancel each other out?

pieceofmeat 05-22-2015 11:36 AM

Quote:

Originally Posted by Candyx (Post 1833195)
Spell elude is relative increase, so if you're on 5% you'll go to 15%. Sadistic guards is (unless it's changed since I last tested) an absolute decrease by 100%. so 15%-100% = 0%. In fact if you cast this *before* SOTW they should just cancel each other out?

Yes if thats the case its way too powerful, so i fugred it was unlikely. :P

What about challange that is also absolute?

Sentan 05-22-2015 11:52 AM

I've tested it some weeks ago: spell elude (5) vs. sadistic guards (5) and somehow my character still had some spell resistance under effect of this debuff.

Hayir 05-22-2015 12:07 PM

Quote:

Originally Posted by pieceofmeat (Post 1833200)
Yes if thats the case its way too powerful, so i fugred it was unlikely. :P

What about challange that is also absolute?

Haven't tested myself, but i was told it is not. Also thought about casting it on archers before SotW, but doesn't work like that, SotW "overwrites" it.

Adrian 05-22-2015 12:11 PM

Quote:

Originally Posted by Hayir (Post 1833207)
Haven't tested myself, but i was told it is not. Also thought about casting it on archers before SotW, but doesn't work like that, SotW "overwrites" it.

Negative Spell Resistance acts towards current Spell Resistance.

Only negative Absolute Spell Resistance could counter SotW.

IE:

In my character sheet I have 5.5% Spell Resistance, Sadistic Guards could take it to 0%.

If I max Spell Resistance with some bonuses, and take that 5.5% to 15% or whatever, Sadistic Guards will reduce THAT 5.5% or 15%.

If there would exist a -100% Absolute Spell Resistance skill, then SotW would be countered but that would be tremendously OP.

pieceofmeat 05-22-2015 12:39 PM

Quote:

Originally Posted by Adrian (Post 1833209)
If there would exist a -100% Absolute Spell Resistance skill, then SotW would be countered but that would be tremendously OP.

Exactly, so lvl 5 spell elude makes resist base x 3 and lvl 5 sadistic guards reduce it to base x 2.

Adrian 05-22-2015 12:42 PM

Quote:

Originally Posted by pieceofmeat (Post 1833215)
Exactly, so lvl 5 spell elude makes resist base x 3 and lvl 5 sadistic guards reduce it to base x 2.

Yes. Oh, it's so good to know how things work now :biggrin:

Syrdar 05-22-2015 01:10 PM

Think its pretty funny people complaining about not be able to exploit daen to try and steal drops lol.
You want a shot at a daen drop rush us while we are fighting like we have to do to other realms.

Hollow-Ichigo 05-22-2015 01:29 PM

Quote:

Originally Posted by Adrian (Post 1833216)
Yes. Oh, it's so good to know how things work now :biggrin:

WM LB still can't be fused...or, at least, it wasn't in the Changelog :(
Thanks for retal fix btw

-Drew

pieceofmeat 05-22-2015 01:43 PM

Quote:

Originally Posted by Hollow-Ichigo (Post 1833228)
WM LB still can't be fused...or, at least, it wasn't in the Changelog :(
Thanks for retal fix btw

-Drew

Retal works on my DoTs now?

Syrdar 05-22-2015 02:03 PM

Went from 20% crit chance to 7.... Someone want to explain that.

halvdan 05-22-2015 02:48 PM

Quote:

Precise Block: Mana cost updated to 90/110/140/170/200. Cooldown changed to 45 sec.
I really don't want to complain, but this is dissapointing.
Like support knights had some surplus of mana. The truth is, support knights are getting mana sucks so much, that casting auras + getting mana burns will basically prevent them using this spell in war.
Like there were not enough knarbs already. :(

Quote:

Block: Block Chance changed to: 150%.
Well, 35% (or 37.5% with wm sh.) with block will be pretty annoying for many people I guess.
It's nice that NGD wants experiment with knights gameplay, but is it necessary?

I thought that the point of this update was reducing the amount of random resists(blocks) and improving the absolute resist/block spells.
Instead, we see precise block nerfed and block buffed. Interesting approach.

Anyway, except this the update looks to me okay. It's maybe time for some other class for me.

Frosk 05-22-2015 03:25 PM

Hey all,

Since the update has been released I'll just proceed on closing this.

Thank you to all who have wrote down useful feedback!

In case you wish to discuss something related to the update, please open up a new thread.

Best,


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