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-   -   Balance Update: official thread (stage 1) (https://forum.championsofregnum.com//showthread.php?t=63474)

chilko 07-15-2010 03:34 PM

Balance Update: official thread (stage 1)
 
hello everyone,

We have been working on some balance aspects. Here is a list of stuff that may or may not be in Amun yet but is part of what we are planning for the following updates.

Please try to be as constructive as possible.

Network code / positioning system

New network code should provides a smoother experience and adds a lag compensation technique to minimize phantom swings, although you will experience hits from opponents being far away from you this is not because of an extra range (range has actually been reduced a little) but the result of the lag compensation. (THIS IS ON AMUN NOW)

Map
  • Move the Trelleborg Save and fix the mountain to Algaros so both forts are not so easy Accesible
  • Move the Wall 2 Castle teleport in alsius so it is not so easy for the enemy to go to the Castle after taking Trelleborg.
  • New teleport in Alsius to travel faster to Syrtis Castle Area

Equipment:
  • RVR quest added to get Amulets and Rings that are only available in the opponent realm.
  • Tunics will offer more protection
  • A bug will be corrected in the armor/tunic protection system that is hindering the performance of certain armors against some damage types
  • Armor performance increase in general for all classes.

Combat System:
  • Crowd controls of the same type will no longer be able to be stacked to minimize frustration of being rooted for long periods of time.
  • A short immunity to crowd control of the same type will be added after the effect to provide some chance of counter action.
  • Global cooldown on mages will be augmented from 1 second to 1.5 seconds.
  • A feature will be removed that generated more evasions as the range of the attack was bigger

PVE:
  • Fix in the evasion/resistance system for normal and challenging creatures

Powers:
  • Arcane Devotion nerf
  • Sultar’s Terror Splash Damage Nerf

Stuff that we will look into in the near future:
  • Pets
  • Summons
  • Confuse
  • Camouflage
  • And many more

Knekelvoeste 07-15-2010 03:40 PM

hmmkay...

+1 for the evade/resist for mobs :)

_Enio_ 07-15-2010 03:44 PM

I love you!

Edit: wtf caps filter?? its meant in CAPS!

Freduardo 07-15-2010 03:51 PM

About the announcement: Nice, Chilko. We like being kept somewhat in the loop. So big thanks.

About the contents of the announcement: Looking good at first glance.

Pnarpa 07-15-2010 03:55 PM

I would've rather seen a cap on cast speed, now the player with better items still has an advantage.

I can't really judge since we can't test it yet and because I play a warlock I am of course biased, but we'll see. :)

-Drv- 07-15-2010 03:55 PM

I'm really happy to read these upcoming changes.
Good job

Dome 07-15-2010 03:59 PM

here is my christmas list.

I know its not a big issue but Id like to talk about saves. I dont have any problem with their location (although u can cut of reinforcement from samal save to fort easily while herb and aggy is safer) but the enviroment.

Herb save. The idle afking area. number 1 save the best to have a chat at or just to stand around. IMO NGD made an idle fantasy scenery there.

Aggers save. 2nd in rank market is nice although its not as close as herb. that could be changed. just drag it closer to save. just a lilbit.

Samal save. I think its a pfuj. its barren, and ugly and the market is miles away, and I doubt anyone ever go there. there is a large free area northeast of save where gargs and toltars wander around, where u could at least put the market, and would be even better if u would move the oasis (the former samal save scenery) to its rightfull place, around the present samal save.

thats all.

maybe some tents around the samal save?

and palm trees?
________
Suzuki stratosphere history

Anpu 07-15-2010 04:02 PM

Interesting. Thanks for info!

_ficx_ 07-15-2010 04:06 PM

I though that Arcane Devotion was going to be the same thing than now, but with a CS limit, 65% for example..
I like the another changes

UmarilsStillHere 07-15-2010 04:07 PM

Hi, its great to see whats planned but would be nice to have additional info for some things, if you have made up your minds on what to do with them that is :)

Arcane Devotion - How will this be nerfed? Shorter duration? Longer cooldown? Less effect on cast speed? I would have prefered a cast speed cap so that mages without uber-cs gear dont suffer as much.

Saves - Where will Trele save be moved too? I would also suggest moving Samal save back to the oasis area.

Algaros - I assume the fix to the mountain meens you will no longer be able to run up the steep area and will need to take the path around? If so I like this change, players saved at Trele could get back to Alga far to quickly.

Good too see pets, summons, confuse and camo are on the balance list and loving the RVR quests for other realms rings/ammulets, I guess we wont have to shout 'give all realms the same quest items' anymore :)

Zordak 07-15-2010 04:08 PM

Quote:

Originally Posted by chilko;1081511
[...
Powers:
  • Arcane Devotion nerf
[...]

Reads good except for this. If already changing global cooldown, why is this required? Also: Conju spells like heal ally got cast times added a while back, with you saying that 0.5s cast time was 'basically instant' (not sure about the adverb, therefore no proper quote).
And yes, this does make a huge difference.

Interesting choice with the CC immunity. Can you quickly explain how this will work together with dispell? Can i Mass Dispell a Terror and ppl will keep a short immunity? Or will the immunity apply only after a normal duration end?

Will the immunity be in reference to a skill or to an effect? This seems very important considering warriors often chain kick and feint.

Z.

edit: Are the changes accessible on Amun? If not (currently have no possibilty to check) when will they? Will the update come "in small chunks" or do you plan to implement everything in one big update?

Seher 07-15-2010 04:11 PM

Wheee !

Now nerf OP items, and I'll play again ! :)
(From an owner of an at least above average equip)

ayexeyen_ 07-15-2010 04:12 PM

Dear chilko, here my observations:

Quote:

Originally Posted by chilko (Post 1081511)

Equipment:
  • RVR quest added to get Amulets and Rings that are only available in the opponent realm.
  • Tunics will offer more protection
  • A bug will be corrected in the armor/tunic protection system that is hindering the performance of certain armors against some damage types
  • Armor performance increase in general for all classes.

The quest, pratically, will give to everybody the ring of lighting that is the most wanted ring in the game. Are you sure that is the best thing to do? What about the Satarco's sword?

Tunic: a tunic should not offer so much protection, it is suppose to be textile (cloth, stuff?) not an heavy metal plate. In general the mages should have other way to protect themselves.

Quote:

Originally Posted by chilko (Post 1081511)
Combat System:
  • Crowd controls of the same type will no longer be able to be stacked to minimize frustration of being rooted for long periods of time.
  • A short immunity to crowd control of the same type will be added after the effect to provide some chance of counter action.
  • Global cooldown on mages will be augmented from 1 second to 1.5 seconds.
  • A feature will be removed that generated more evasions as the range of the attack was bigger

The first 2 points have to be accurately tested IMO, they may be not the best solution for the battles.
The 4 point this sound strange to me, it's logic that, if an enemy is far (or too close) the evasion is bigger. Maybe you have to optimize the evasion rate in function of the distance (for example with a simple bell equation).


Quote:

Originally Posted by chilko (Post 1081511)
Stuff that we will look into in the near future:
  • Pets
  • Summons
  • Confuse
  • Camouflage
  • And many more

It's my opinion that you don't have to nerf all of them, why you don't just try to improve the warriors? There are already some interesting threads for the barbarians for example.

However it's nice to see that you are trying to do your best to improve our game experience. Thanks.

VandaMan 07-15-2010 04:12 PM

Nice to see that the balance update is on the way, my only concerns are...

Quote:

Originally Posted by chilko (Post 1081511)
A feature will be removed that generated more evasions as the range of the attack was bigger

I actually kinda liked this, and makes perfect sense that the further away from your target you are the harder it is to hit. When this is removed will the feature that generated more critical hits at longer range be removed as well?

Quote:

Originally Posted by chilko (Post 1081511)
Arcane Devotion nerf

Arcane devotion is fine, cast speed gear is not. Don't nerf players, nerf gear.

TheMessenger 07-15-2010 04:14 PM

I have to say I was scared of even reading this thread but Ive read it and I can say

1. Ty for letting us know about some of the changes :D

2. Very nice changes that you have posted

only problem I see is that arcane devotion really shouldnt get nerfed (alot) maybe lower the cast speed it give because atm cast speed>skill and also make a cap on cast speed


Edit: Also please dont nerf pets as pets are not oped (except trolls/yetis being able to run+hit) the REAL problem is the spells that hunters can cast on them. THOSE do need nerfed.

Recoil 07-15-2010 04:14 PM

I doubt that terror and devotion are biggest concerns right now ... considering the Confuse :/

UmarilsStillHere 07-15-2010 04:15 PM

Quote:

Originally Posted by Lumi_Alsius (Post 1081559)
I doubt that terror and devotion are biggest concerns right now ... considering the Confuse :/

As annoying as confuse is, In my opinion instant terror-chains are more a bigger unwanted feature in war.

Zas_ 07-15-2010 04:16 PM

About cast speed, have a look at this thread (or re-read it): http://www.regnumonline.com.ar/forum...ad.php?t=62826

Narzoul made a nice analysis and proposition.

Pakos 07-15-2010 04:19 PM

Since you're talking about equipment:

FIX SHIELD DROP. WE WANT SPECIAL SHIELDS!

thats all for now.

Recoil 07-15-2010 04:23 PM

Quote:

Originally Posted by Umaril (Post 1081562)
As annoying as confuse is, In my opinion instant terror-chains are more a bigger unwanted feature in war.

lol/ Terror cooldown 180s Mass dispell cooldown 120s. Problem?

Gawyn_Trakkand 07-15-2010 04:28 PM

I also agree that cap for CS would be much more effective when coupled with GCD rather than a devotion nerf (say 50-60% CS which makes sultar a 1.5 second cast time).

MASSIVE plus 1 from me goes to, DMG of sultar reduced AND the ability for it reset the counter gone :D, also the CC immunity for a small period of time will make warriors days, as long as it's not stupuid ammount of time (anything over 2 seconds would be wrong) it gives warriors PvP (especially barbs) an awesome new dynamic AND in war we wont get CC raped by ranged which is brilliant this will also effect hunters ability to CC after CC to always win. As for the rings and amulets a chance for everyone to have something from the other realms is AWESOME though i can hear syrtis moan about it already i dont care their time of OP ammys and rings is over :D.

clings 07-15-2010 04:30 PM

Quote:

Originally Posted by Lumi_Alsius (Post 1081567)
lol/ Terror cooldown 180s Mass dispell cooldown 120s. Problem?

dispel magic: cd 6.0s

pls look at dragon amuletts -> they are way over the top (max dmg amu for ignis +3 dmg if i'm right, don't know for other rlms but won't be much different)

looking forward to the changes :)

Shwish 07-15-2010 04:33 PM

http://i653.photobucket.com/albums/u...ievement-1.jpg

although i have no constructive criticism i would like to give you a huge +1 for:

Quote:

  • RVR quest added to get Amulets and Rings that are only available in the opponent realm
  • A feature will be removed that generated more evasions as the range of the attack was bigger (i had no idea this feature existed but it explains alot, its kind of a contradiction to the whole marksman class so im glad its going)
  • Fix in the evasion/resistance system for normal and challenging creatures
  • Sultar’s Terror Splash Damage Nerf
  • Confuse


Angel_de_Combate 07-15-2010 04:33 PM

Quote:

Originally Posted by Lumi_Alsius (Post 1081567)
lol/ Terror cooldown 180s Mass dispell cooldown 120s. Problem?

Hmm mass dispell is rendered a bit useless when you on a low supply of support conjs(to start with) who cant afford to skill mass dispell(like me) only to not be able to use it(for the ones that have it skilled) because guess what the enemy has another 3 terrors to throw at you. ¬¬

On topic : Kudos NGD to all thats been looked at. :metal: My only reservations is the Arcane devotion nerf be nice to know about more about that...the global cd i can cope with, i like a challenge xD

Malevolence 07-15-2010 04:34 PM

Am I the only one fucking sick of the word "NERF"

_Enio_ 07-15-2010 04:40 PM

We need a thread to discuss the changes.

Is it intended that my range 43,7 normal hit range gets cut down by 7 to 36,4? Its scaling reduction. range 23,3 -> 19,9 range 28,9->24,4 range 34,5 -> 28,6.

Its only for normal hits, i can shoot range 0 spells but normals wont come out.

Mattdoesrock 07-15-2010 04:53 PM

Quote:

Originally Posted by chilko (Post 1081511)
  • Move the Trelleborg Save and fix the mountain to Algaros so both forts are not so easy Accesible
  • Move the Wall 2 Castle teleport in alsius so it is not so easy for the enemy to go to the Castle after taking Trelleborg.
  • New teleport in Alsius to travel faster to Syrtis Castle Area

That all sounds good so far, in theory. I'll reserve judgement until I see it.

Quote:

Originally Posted by chilko (Post 1081511)
[*]RVR quest added to get Amulets and Rings that are only available in the opponent realm.

YES!! THANKYOU! We have been waiting for something like this for... Ever. Thankyou!!

Quote:

Originally Posted by chilko (Post 1081511)
[*]Tunics will offer more protection [*]A bug will be corrected in the armor/tunic protection system that is hindering the performance of certain armors against some damage types

Good fix.

Quote:

Originally Posted by chilko (Post 1081511)
[*]Armor performance increase in general for all classes.

Good stuff.

Quote:

Originally Posted by chilko (Post 1081511)
[*]Crowd controls of the same type will no longer be able to be stacked to minimize frustration of being rooted for long periods of time.

EXCELLENT. Good bye Terror stacking! God I hate that.

Quote:

Originally Posted by chilko (Post 1081511)
[*]A short immunity to crowd control of the same type will be added after the effect to provide some chance of counter action.

Interesting. How long will this immunity be for?

Quote:

Originally Posted by chilko (Post 1081511)
[*]Global cooldown on mages will be augmented from 1 second to 1.5 seconds.

Good for Warlocks... Bad for Conjurers. PLease don't berf Conjurers by accident while balancing Warlocks.

Quote:

Originally Posted by chilko (Post 1081511)
[*]A feature will be removed that generated more evasions as the range of the attack was bigger

Another great change. Very frustrating playing a Marks when you try to use your range advantage, but have it all evaded.

Quote:

Originally Posted by chilko (Post 1081511)
[*]Fix in the evasion/resistance system for normal and challenging creatures

Nothing to say but: Excellent. :thumb_up:



Quote:

Originally Posted by chilko (Post 1081511)
Arcane Devotion nerf

What about the players that don't have uber Cast Speed gear? This will affect them 10x more.

Also conjurers, like they need less Cast Speed! The cast time put on heals etc. was already stupid enough.

Quote:

Originally Posted by chilko (Post 1081511)
Sultar’s Terror Splash Damage Nerf

Another good change.

Quote:

Originally Posted by chilko (Post 1081511)
Stuff that we will look into in the near future:[*]Pets[*]Summons [*]Confuse [*]Camouflage[*]And many more

:thumb_up: I hope these changes are included in the same balance update.

Recoil 07-15-2010 04:55 PM

Quote:

Originally Posted by Angel_de_Combate (Post 1081580)
Hmm mass dispell is rendered a bit useless when you on a low supply of support conjs

It's realm balance problem, not skills balance problem. I still dont see any problem with terror "chains". This only arises when there is 30 lvl 50 people who can actually be bothered to grind and buy premium and kill epic bosses on a short notice and get up at 4 AM in the morning for invasion VS 15 lvl 42 people in shop gear with +2 conc rings who are too cool to grind to 50 and killing dragon is 'too boring' for them (I have described typical situation of Syrtis vs Alsius @ horus).

To think of it the first group would rape the second if the first one had NO terrors.

There is no problem with terror.

Malevolence 07-15-2010 04:57 PM

Quote:

Originally Posted by Lumi_Alsius (Post 1081627)
It's realm balance problem, not skills balance problem. I still dont see any problem with terror "chains". This only arises when there is 30 lvl 50 people who can actually be bothered to grind and buy premium and kill epic bosses on a short notice and get up at 4 AM in the morning for invasion VS 15 lvl 42 people in shop gear with +2 conc rings who are too cool to grind to 50 and killing dragon is 'too boring' for them (I have described typical situation of Syrtis vs Alsius @ horus).

To think of it the first group would rape the second if the first one had NO terrors.

There is no problem with terror.

:lightsabre:

Znurre 07-15-2010 05:03 PM

WOW! Great changes all over the place.
Looking forward to seeing them in action.

AntibioTsu 07-15-2010 05:09 PM

Nerf on cast speed could be replaced by:

a) Cast speed debuff - maybe a new confuse?

or b) Cap it.

These are reasonable solutions to the current problem caused by the +Cast speed bonus gear you NGD, created and brought to the game.

About Arcane Devotion, I don't know how the nerf will be done, but if it's done to duration, maybe it'll only hurt Warlocks as Conjurers have Insightful...

TheMessenger 07-15-2010 05:41 PM

Quote:

Originally Posted by Tsuku (Post 1081645)
About Arcane Devotion, I don't know how the nerf will be done, but if it's done to duration, maybe it'll only hurt Warlocks as Conjurers have Insightful...

I heard that was broken

Anyriand 07-15-2010 05:43 PM

Quote:

Map

* Move the Trelleborg Save and fix the mountain to Algaros so both forts are not so easy Accesible
* Move the Wall 2 Castle teleport in alsius so it is not so easy for the enemy to go to the Castle after taking Trelleborg.
* New teleport in Alsius to travel faster to Syrtis Castle Area
I never thought I'd see this day come :superpusso:

As for everything else, I'm pleasantly surprised, it really looks like NGD has been listening to our requests after all :p
The only thing that worries me a bit is the devotion nerf and how it will afect conjurers. Besides that, I can't wait for this balance update :wub2:

tikinho 07-15-2010 05:55 PM

Also make Boss drops equal for all realms, Don't like that ignis has Excelent resist to fire and alsius has Excelent resist to cold... There are very few cold spells and many fire spells..

TheMessenger 07-15-2010 05:58 PM

Quote:

Originally Posted by Stooge (Post 1081714)
Also make Boss drops equal for all realms, Don't like that ignis has Excelent resist to fire and alsius has Excelent resist to cold... There are very few cold spells and many fire spells..

Um dont do that...there is a reason that it is the way it is

Alsius setting=cold means they are more use to it, Ignis setting=hot so they are more use to it

NotScias 07-15-2010 05:58 PM

I agree about almost everything, finally you took in consideration the multiple requests of the community, and really I'm very glad of it and I can't wait to see the new balance updates.

Except for :
- Arcane Devotion nerf

Tell me who will play Support Conjurer again, currently even with high devotion level, it already takes forever to cast some Conjurer spells, and the fact that they have to stop to cast and the short range of these spells don't make it easy too, this nerf, coupled with GCD nerf will just make Conjurers life even more harder because they will be as slow as turtles, or be forced to put the max points into devotion and seek for uber CS items to have a decent casting speed...
This won't resolve the big imbalance between the mages having uber CS items and those who don't.

A CS cap would have been much more reasonable, and would have mostly solved these imbalances due to uber items too.

But I understand that NGD can't set a CS cap, because it could have an impact on gem boxes sales, so at least for god's sake, reduce the casting time of most of the Conjurers spells, make heals instant like before, show them some love, because as it is now, this update is yet again a new nerf for them, and they really don't need this.

Anyways this is mostly good, I hope you will take a look on other issues like Low Profile, and show to some class, some love instead of nerfing-only, like Marks who really need improvement, actually without uber stuff they can just be a lame version of hunters, Knights' support role has been reduced to uselessness, their auras need to be back to 360 degrees radius, and the 3-auras limit must be abolished... etc...

-Ludovik- 07-15-2010 06:00 PM

Really like the changes anyway, I want to know more and more.
Anyway I would reserve my critics until I see it =)

UmarilsStillHere 07-15-2010 06:01 PM

Quote:

Originally Posted by TheMessenger (Post 1081724)
Alsius setting=cold means they are more use to it, Ignis setting=hot so they are more use to it

Because the games mythology is more important than balance?

Im not sure how It could be done well with dragon armour but for the superboss's at least each should have a varient of each drop available, for example Dean Ra could have a version of Evendims hammer just paint it red rename it and swap the element damage to fire.

TheMessenger 07-15-2010 06:05 PM

Quote:

Originally Posted by Umaril (Post 1081731)
Because the games mythology is more important than balance?

Sorry I thought the realms were suppose to have at least some uniqueness when it comes to armour/gear. Its not like the gear makes a big affect so what are you talking about balance for? It is balanced.

Lord_Latem 07-15-2010 06:06 PM

Quote:

Originally Posted by _Enio_ (Post 1081585)
We need a thread to discuss the changes.

Is it intended that my range 43,7 normal hit range gets cut down by 7 to 36,4? Its scaling reduction. range 23,3 -> 19,9 range 28,9->24,4 range 34,5 -> 28,6.

Its only for normal hits, i can shoot range 0 spells but normals wont come out.

I am not certain about this and the whole concept of scaling. Because of issues associated with a lack of mana on most occasions, I rely on normals. Will this force me to get closer to warriors to make a normal hit? Let's discuss...


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