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-   -   We are not nerfing support conjurers (https://forum.championsofregnum.com//showthread.php?t=63972)

chilko 07-26-2010 11:25 PM

We are not nerfing support conjurers
 
Conjurers are one of the most important classes in Regnum
They are a big "lubricant" of the gameplay "engine".

We are not trying to nerf conjurers.
Previous conjurer nerfs made one year ago where there because one conjurer was able to take care of groups of 50 users and had broken spells like protection dome covering 100% of everything because of a bug.

Our objective is to have more support conjurers.

We believe that the lack of support conjurers is because of some possible summon + heavy defence configurations that you guys call Warjurers.
Warjurers are more attractive because they have all of the defense benefits of the conjurers + a completely unbalanced and broken summon discipline.

We can't make support conjurers more appealing by making their support spells OP. That just breaks the whole game up (because of infinite Mana or health at forts)

We will be doing some major re-distribution of the conjurer skills.
Our idea is that people will need more specialization (so only attack or only support conju will be available) and we will also offer some cool skills to the ones choosing the support path.

Also, we plan a complete re-design of the summon discipline. But that should come later.

bigjim 07-26-2010 11:31 PM

Quote:

Originally Posted by chilko (Post 1093828)
Conjurers are one of the most important classes in Regnum
They are a big "lubricant" of the gameplay "engine".

We are not trying to nerf conjurers.
Previous conjurer nerfs made one year ago where there because one conjurer was able to take care of groups of 50 users and had broken spells like protection dome covering 100% of everything because of a bug.

Our objective is to have more support conjurers.

We believe that the lack of support conjurers is because of some possible summon + heavy defence configurations that you guys call Warjurers.
Warjurers are more attractive because they have all of the defense benefits of the conjurers + a completely unbalanced and broken summon discipline.

We can't make support conjurers more appealing by making their support spells OP. That just breaks the whole game up (because of infinite Mana or health at forts)

We will be doing some major re-distribution of the conjurer skills.
Our idea is that people will need more specialization (so only attack or only support conju will be available) and we will also offer some cool skills to the ones choosing the support path.

Also, we plan a complete re-design of the summon discipline. But that should come later.

Sounds great to me!! I am leveling my current conjurer for full support, so I am excited by the news. :)

Sem10n 07-26-2010 11:43 PM

Great... The warjurers are OP :| And if you nerf summons, and cool skills to the support path... There will be more Conjurers ! I think it's great.

Recoil 07-26-2010 11:48 PM

Quote:

Originally Posted by chilko (Post 1093828)
Conjurers are one of the most important classes in Regnum
They are a big "lubricant" of the gameplay "engine".

We are not trying to nerf conjurers.
Previous conjurer nerfs made one year ago where there because one conjurer was able to take care of groups of 50 users and had broken spells like protection dome covering 100% of everything because of a bug.

Our objective is to have more support conjurers.

We believe that the lack of support conjurers is because of some possible summon + heavy defence configurations that you guys call Warjurers.
Warjurers are more attractive because they have all of the defense benefits of the conjurers + a completely unbalanced and broken summon discipline.

We can't make support conjurers more appealing by making their support spells OP. That just breaks the whole game up (because of infinite Mana or health at forts)

We will be doing some major re-distribution of the conjurer skills.
Our idea is that people will need more specialization (so only attack or only support conju will be available) and we will also offer some cool skills to the ones choosing the support path.

Also, we plan a complete re-design of the summon discipline. But that should come later.

Warjurers are over powered not because of summon tree

In fact I don't even remember seeing any of the top warjus with a demon.

Reason for warjurer overpoweredness:

- insanely OP mental tree
- mana burn the uber DoT
- staff mastery + 25 med (+attack speed) (+attack speed gem) staff (and NO, 50 dmg to 30 dmg nerf of magnifications is not the way to nerf it).

Skjringsaal 07-27-2010 02:42 AM

I agree with your vision, but I find much more funny a conjurer who can bring support to 20 players since kill people is much more funny than heal and give mana to others who can do it. Now that you are rapairing the knight powers, you finally created a way of "protecting" them because they are appreciated.

About what you said of redesign summon discipline, you could nerf it, you could put one summon in 19 position (Máx), but a mage can play 4 disciplines, so I think you should make it THE way to atack for conjurers. So they would protect the summons and use their powers but they couldn't use mental, or the would choose mental but couldn't use a summon. Just a suggestion-observation.

e30G 07-27-2010 03:43 AM

My suggestion in redistributing powers in the Life Tree:

http://www.regnumonline.com.ar/forum...27&postcount=1

I believe this is simple enough to implement and may improve balance better by limiting Warjurer builds.

Of course you might have other (new) spell additions in mind. I'm looking forward to seeing more of your plans.

Gytha_Ogg 07-27-2010 03:56 AM

Quote:

Originally Posted by Faladithz (Post 1094031)
About what you said of redesign summon discipline, you could nerf it, you could put one summon in 19 position (Máx), but a mage can play 4 disciplines, so I think you should make it THE way to atack for conjurers. So they would protect the summons and use their powers but they couldn't use mental, or the would choose mental but couldn't use a summon. Just a suggestion-observation.

Summons at 19 renders the tree useless until level 37. I would rather see something like fewer choices of summons, but you can still get them earlier to help with leveling. Make them fairly weak, but add skills to give them more health, damage, defense, etc, so you have to spend more points to get a good warzone-ready summons, and reduce the points you can use in other trees.

The boosts could be tuned to keep things in balance - the Orange Juice spell might supply 10/20/30/40/50% health boosts or 5/10/15/20/25% as balance dictates. The power curves on other skills could also be tuned, so you need lots of points in Mental to be a good Mental warju, which means it would be harder to scrape together enough points for a really good summon.

This would have to be tuned so that grinding isn't impossible, but maybe more in line with what the other classes go through. Make support grinding more attractive, so that conjs get to practice support skills earlier and feel less need to use (and get used to using) a grind/warju setup.

Kittypretty 07-27-2010 03:56 AM

I dont see why a support conj cannot take care of large groups of ppl..its a simple reason that so many few conjs..is because its just not a fun way to play for most. They want to kill, and not just spend their time helping other people, unless they have a valid reason too. Right now there isnt.

Support makes horrible xp and rp, mana costs ave risen while skills got nerfed, so its takes sometimes 2x the mana to achieve the same gain as an old skill used to do. Ambitious sacrifice was fine when skills cost was lower, yet they have risen, and effectiveness lowered, yet these critical skills stay the same. I think thats why so many people complained about the GH nerf, because its literally crippling a spell to half the value, and yet remaining high in a tree, and high in cost, with no benefit for the conjurer himself.

The summon isnt op i think, it lies in Staff mastery, the ability to use multiple magnifications, and the accel with the same duration as cooldown, this is especially over powered in Ignis, because of the imbalanced quest items.
2 ring of lightning and light tunic gives a 14% attack speed bonus without even considering gear. I would trade my worthless 2x Deadly sight rings' 50 dmg for 10% attack speed any day.

900 mana is simply not enough to support even 2 people, and mana communions is far too slow, allies can burn mana faster than it regens, to the point of its only use is to use on people already resting..except no one will level staff mastery to the point for a single spell thas not very good. its on the wrong tree anyways, it should replace metabolic, which doesnt work anyways, or at least no real noticable effect..which in game terms means "no conceiveable buff means no buff at all"

I like playing conjurer but its far easier to just use the class in a way not intended because these skills are still available and easy to use without any skill. there is no real advantage or desire to play support, because its frustraing, to be out of mana, so easily crippled with confuse because no offense and needing to be cared for because everyone attacks conjurers first..i dont wish to have their defense lowered at all..they do need to tank, because theyre priority target. what needs to change is their imbalanced offense when combined with that defense. so offense needs to be toned..and support enhanced to be more in line with high cost spells of allies, like such spells as onslaught with their 1/3 of effect and still 100% of cost.

Gytha_Ogg 07-27-2010 04:17 AM

Quote:

Originally Posted by Kittypretty (Post 1094104)
mana communions is far too slow, allies can burn mana faster than it regens, to the point of its only use is to use on people already resting..except no one will level staff mastery to the point for a single spell thas not very good. its on the wrong tree anyways, it should replace metabolic, which doesnt work anyways, or at least no real noticable effect..which in game terms means "no conceiveable buff means no buff at all"

I think it used to be in a more reasonable tree, but was moved so conjs would have to make tough decisions about where to spend their points. The trouble with SM is that you can't help thinking since you had to level the tree to 15, you might as well put a point or two into Fire Mag...then "Hey, Fire mag and Ice mag stack? cool!" and pretty soon Darth is saying "Your journey to the Dark Side is complete."

Mana Communion - the gateway drug to warjuing.

Isemon 07-27-2010 07:14 AM

Chilko i hope you will be able to make this class more appealing, because actually it is too hard and frustrating to play, that's why everyone go for warjurer(that is simple to play) or just choose another class. I love this class, but i find more fun playing the other 5 classes, and i think that a lot of users would agree with me that being a conjurer is frustrating. Zarkits are not such a big problem as you may think, since 2-3 hits are enough to kill them in a war, or they just get stole by warlocks.

I played for 3 years now, and i saw a lot of changes to this class, due to this changes you made warjurer more appealing than conjurer, and the ones that still play conjurer(i am one of them) doesn't find it fun like before or compared to the other classes.

You said that the conju was able to keep 50 people alive, and i agree with that, before he was too much, but compared to the actually state we can see that, as usual, you nerfed too much, actually the conjurer is able to keep alive and support properly around 10 people.

Another thing that i would like to say is that continious going in attack mode for a conju is useless and frustrating, why should a conjurer go in attack mode if he doesn't even attack O.o? I know many players went to warjurer setup due to this change saing that at least the have a real reason to go in attack mode for each spell they are casting. Really this feature break a lot the fun for a conjurer always pressing ctrl to go back in non-attack mode.

I am sorry for my bad english, i tried to be clear.


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