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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. |
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I feel like I spend most of my time in this game on the back of a horse. |
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But at least there's some traffic between war zone and inner realm :thumb: |
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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.
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Or just put the WM NPCs at the Great Wall like the event NPC usually is
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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: |
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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: |
They wait for the 8 year anniversary.
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[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) |
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[QUOTE=-Aniara-;1832665]
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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 |
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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.) |
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! |
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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. |
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What about challange that is also absolute? |
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.
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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. |
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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. |
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Thanks for retal fix btw -Drew |
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Went from 20% crit chance to 7.... Someone want to explain that.
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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:
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. |
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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