Champions of Regnum

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-   -   New Balance Update: some BUG fixes and tweaks (Stage 5) (https://forum.championsofregnum.com//showthread.php?t=64535)

chilko 08-09-2010 10:30 PM

New Balance Update: some BUG fixes and tweaks (Stage 5)
 
Hello everyone
Welcome to stage 5 on amun
  • A BUG was corrected that made very difficult for warriors to cast instant attack spells (thanks Znurre for the video). Please check if you find any improvements in the warrior combat experience.
  • Several movements of positions In scouting discipline
  • Damage increase for Hunters
  • Damage increase for Marksmen
  • Slight Damage increase for Barbarians

Spells
  • Archer’s range reduced by 5m (live: 0 stage 4: +10 stage 5: +5)
  • Camouflage: remove speed penalties (soon we will add some can cast some buffs and tracking skils while in camouflage- not implemented in this stage)
  • HOTP: change to a new active skill – Cold Blood short and powerful damage buff (to be tweaked)
  • Wild spirit adjustment: 2-7%
  • Sentinel: added +1-5 Dexterity points (besides its usual Concentration bonus)
  • Escapist: new skill that provides high evasion mana: 200-320 – duration: 7-15s – cooldown: 60s
  • Escapist: switched with Spell Elude.
  • SOTW: mana reduced: 260-420. Cooldown reduced to 60s
  • Acrobatic: bug corrected. Now the resistance is to magical and physical damage (so it goes through the armor system properly).
  • Perfil bajo: added casting time 0.5 (as our other sactuary spells) duration reduced 4-10s. Cool down reduced to 60s. Mana cost reduced to 180-260.
  • Soul Keeper: Same drain but in 10 rounds of 100HP (1 second per round). Cannot be cast on mobs.

Please try to help us testing and posting your feedback.

bigjim 08-09-2010 10:33 PM

Quote:

Originally Posted by chilko (Post 1107065)
Hello everyone
Welcome to stage 5 on amun
  • A BUG was corrected that made very difficult for warriors to cast instant attack spells (thanks Znurre for the video). Please check if you find any improvements in the warrior combat experience.
  • Several movements of positions In scouting discipline
  • Damage increase for Hunters
  • Damage increase for Marksmen

Spells
  • Slight Damage increase for Barbarians
  • Archer’s range reduced by 5m (live: 0 stage 4: +10 stage 5: +5)
  • Camouflage: remove speed penalties (soon we will add some can cast some buffs and tracking skils while in camouflage- not implemented in this stage)
  • HOTP: change to a new active skill – Cold Blood short and powerful damage buff (to be tweaked)
  • Wild spirit adjustment: 2-7%
  • Sentinel: added +1-5 Dexterity points (besides its usual Concentration bonus)
  • Escapist: new skill that provides high evasion mana: 200-320 – duration: 7-15s – cooldown: 60s
  • Escapist: switched with Spell Elude.
  • SOTW: mana reduced: 260-420. Cooldown reduced to 60s
  • Acrobatic: bug corrected. Now the resistance is to magical and physical damage (so it goes through the armor system properly).
  • Low profile: added casting time 0.5 (as our other sactuary spells) duration reduced 4-10s. Cool down reduced to 60s. Mana cost reduced to 180-260.
  • Soul Keeper: Same drain but in 10 rounds of 100HP (1 second per round). Cannot be cast on mobs.

Please try to help us testing and posting your feedback.

Sounds great so far!!

I was a little concerned when you changed the range from 40m to 35m, but now I feel a bit better saying archers will be compensated with more damage!

I am anxious to test, and great work NGD staff!

regards,
Refe

metsie 08-09-2010 10:35 PM

Damage increase for Marksmen <-- umm, I didn't get any increase, normals are low low, around 250 with slow bow so it feels like it's even worse..

but hunters got uber damage buff now, arghhhhhhh

Kittypretty 08-09-2010 10:39 PM

I didn't test but..isnt escapist + sotw like the old sotw again? I guess the price would be pretty steep though.

So soulkeeper can be dispelled correct?

Glad sentinel has dex bonus now as well, as I use sb primarily, and dont get the bonus from Maneuver so this may help I guess.

Hope for a damage bonus for mages too soon..or at least the staff mags working right..I'd like to seem them redesigned into a single buff with an acceptably dmg bonus of the same element attack in staff, like other classes, or to three unstackable buffs with an acceptable rate, so players can choose what type of damage they would use in conjuction with their primary element type. Just guesses, as I want them to be usable again, and not just killed, as the idea is nice..its how it was implemented that made it a bit overpowered.

Still would like to see a change in confuse though, but I guess you did say you wouldnt change it, but that still promotes its same usage even on amun, since regardless of my speed, i can uncamo and confuse a supporter, and cast sanc quite easily still. I'm glad the duration was lowered though, but its still possible to get back into most teammates range with it, or cast sotw/new escapist maybe after it runs out, (havent tried new escapist, i was using sotw previously simply for the resist for ambushes/kicks from pursuers)

chilko 08-09-2010 10:46 PM

Quote:

Originally Posted by Kittypretty (Post 1107079)
I didn't test but..isnt escapist + sotw like the old sotw again?

preety much... anyway... SOTW also had a 15% speed bonus all in one spell (hehe)

Gideon_Slack 08-09-2010 10:49 PM

If NGD can get camouflage right, this will keep a stealth class (and those customers who like to play one) in the game, even if speed is permanently nerfed.

How can NGD get camouflage right? Make it insta-cast (0 second casting time).

Buffs and tracking while in camo are fun and great for PvP, but they do not address the sense of being a sneaky individual in the virtual world.

Previously, Hunters relied on speed to get out of danger. If camo became an "escape" spell (and not just an attack one), Hunters could still go off on their own and not be s.o.l. if they encounter the enemy.

With insta-cast camo, Warriors could still be the speediest class, but Hunters could kept the sense they can melt away into the forest at anytime :p.

Ulti19 08-09-2010 10:50 PM

Did you do any more damage reduction for knights? I find I am doing 240 normals on a slow weapon which has very good stats, against a buffed target I will hit them by almost nothing.

Nekoko 08-09-2010 10:52 PM

Quote:

Originally Posted by chilko (Post 1107065)
...

Giving hunters the ability to do 700 damage ensnares is not my idea of balance. Nor the fact that my level 33 hunter now does higher damage normals as my level 50 marks.

Also archers are back to having god mode again SOTW + Escapist. I thought you guys wanted to avoid this?

Only positive change I see is the range reduction.

I'm told the barb damage boost is negligable at best...

Also the buffing in camo is a very bad idea! It's going to encourage ganking all over again!

Soul keeper change acceptable and providing mobs change acceptable it doesn't work on them.

Low profile change is ok I'd have prefered it removed but meh.

Disappointing update sorry guys archers seem to be getting lifted to the top of the food chain again.

Klutu 08-09-2010 10:56 PM

This Seems perfectly fine

I notice a slight difference in my Barbs Damage

I was noticing slow reaction to spells being casted (thank you Znurre :P)

There is a bug with "Protector" that wont let you activate/deactivate it if your under fire. (Artec/Bois has more info on this then me)

----

Question:

Is NGD going to redo all the saves like they did with Trelle

When & Where is the Teleport from Alsius to Efe

----

Things are really looking good! Keep it Up! - :thumb_up:

Klutu 08-09-2010 10:59 PM

Quote:

Originally Posted by Nekoko (Post 1107094)
Also archers are back to having god mode again SOTW + Escapist. I thought you guys wanted to avoid this?

I don't consider this to be a godmode spell combo.

As long as there Movement Speed remains low this will not become a godmode spell combo


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