Champions of Regnum

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-   -   Thanks for making conjurer old man (https://forum.championsofregnum.com//showthread.php?t=86835)

Lekarz 02-19-2012 11:54 AM

Thanks for making conjurer old man
 
Good work NGD, again you made this game worse.
You doesn't fix 1% cs bug only but the whole CS is hard nerfed.

Every spell now I cast 2x longer, dispells and heals wont be casted in right time any more. Every conjurer complain about it. You wanted to have more support conjurers in game, now you lost few.

Fix it! No longer conj is gear independent.

" We want to make fights longer " - not this way!

Dispell 0,5 normal cast time, bufed with 6% cs - almost the same.
Heals , savior the same.

Kitsuni 02-19-2012 11:59 AM

Well its kind of a known fact that NGD just makes the game harder and harder to play as time goes on.

Cast speed changes was not needed, there was an extensive thread about this prior to the update, where we explained the reasons it was important to leave CS as it was, unfortunately the new nerf has made any cast speed items for warriors and archers (66% of all classes) useless as they cannot reach the neccessary values to make any difference. Only mages benefit, and just barely - a measely 21% CS will only cut the cast time of the longest spells.

I don't understand why NGD doesn't gather information from the community before considering and implementing such changes.

Can't stand to play Conjuror anymore, and Marks is sluggish.

andres81 02-19-2012 12:16 PM

Well, today I tried using the warlock in fort-wars the first time since the update and it was really frustrating - I was not even able to pass the two guards in the entrance... my normal way to freeze one and knock the other to pass failed already when i casted the freeze so slow that the other guard knocked my down before I could change the target to this one.

Some conju was so kind to resurrect me but it was hopeless.. got killed all the time by guards, enemies and so on... just unplayable and I was not one of these players who used the 1% CS trick... I has 19% since a year but now it seems to be useless :cuac:

Anyway I have other chars to play with... the warlock will be retired for the next weeks, months or whatever xD

71175 02-19-2012 12:18 PM

Well, how good i had some SM gears before nerf came xD

Kitsuni 02-19-2012 12:50 PM

Quote:

Originally Posted by andres81 (Post 1531171)
Well, today I tried using the warlock in fort-wars the first time since the update and it was really frustrating - I was not even able to pass the two guards in the entrance... my normal way to freeze one and knock the other to pass failed already when i casted the freeze so slow that the other guard knocked my down before I could change the target to this one.

Some conju was so kind to resurrect me but it was hopeless.. got killed all the time by guards, enemies and so on... just unplayable and I was not one of these players who used the 1% CS trick... I has 19% since a year but now it seems to be useless :cuac:

Anyway I have other chars to play with... the warlock will be retired for the next weeks, months or whatever xD

Well, 19% CS on a 1sec cast time spell (lock average), only reduces it to 0.84sec which is a savings of only 15% cast time.

Not quite useless but barely worthy of a passive much less a max gear bonus.

---

By the way, for all those who are wondering what the "1% CS bug" was, and the behavior of old CS. it had nothing to do with 1% CS gems, rather when you had any amount of CS an alternate calculation was used that had a rounding error and simply lowered the cast time of all spells by 0.25sec. So with 1% CS you had even 0.25sec cast on Winter stroke etc, a savings of 50% of cast time. And for spells like Ambush you had 0.75sec cast, a savings of 25% cast time.

This is the bug that was "corrected", that countless players were also banned on Raven for "abusing"...

This was rather a feature that made CS gear useful and balanced for everyone. High amounts of CS still gave you an advantage, but low amounts helped too.

ieti 02-19-2012 01:31 PM

I stopped playing conju till there is fix. Really really frustrating and sluggish. Cya in battles when all this is fixed or changed.

andres81 02-19-2012 02:18 PM

Quote:

Originally Posted by Kitsunie (Post 1531180)
Well, 19% CS on a 1sec cast time spell (lock average), only reduces it to 0.84sec which is a savings of only 15% cast time.

Not quite useless but barely worthy of a passive much less a max gear bonus.

You are all missing the really important points

1: Regnums cast time formula IS NOT LINEAR
It was linear long time ago, please check the changelog before repeating hundreds of times completely wrong theories

2: Regnum has an internal precision and this precision is not miliseconds, nor 1/10 seconds... this means that for fast casted spells there is only one thing of any importance and this is "do i round up or down?"
The point is that before it was rounded down to the next 0,25seconds and now it is rounded up to guess what.. yeah to the standard cast time and that is why +CS gear on fast spells is in fact useless since the update

in other words your supposed reduction to 0,84sec is nonsense, sorry but have to say this clearly ;)

kmdk 02-19-2012 02:20 PM

Quote:

Originally Posted by ieti (Post 1531187)
I stopped playing conju till there is fix. Really really frustrating and sluggish. Cya in battles when all this is fixed or changed.

I stopped playng conj from over a year,alsius that it was first place at conj,now seems most of time to be empty,and most of them low lvl because hard to grind one.
WTv,game became to much gear or spells dependent.(depends of class)
The game is at extremes....bu that is....wee need to wait next extreme change in game....

PT_DaAr_PT 02-19-2012 02:23 PM

I seriously don't understand why it's so hard to get used to a few more milliseconds. I've played conjurers, high and low level, and I never had a problem with healing people in time. I never considered arcane devotion a critical buff, it is nice to have it but it's not exactly the main element necessary in healing for me. Some players just can't accept the fact that they have been benefiting too much, in this case from an error. You can't deny that. Support conjurers continue to be just as powerful as before.

I do agree Cast speed can't stay like this, but NGD is aware of this issue, we just have to wait and see what they will come up for the next update(hopefully).
Quote:

Originally Posted by Frosk (Post 1529340)
Hi!

First of all, I appreciate the fact that you took the time to write this.

Getting back on topic, we're aware of this particular situation that is affecting Cast Speed.

It does not seem to be a bug, since mathematically it is functioning well. But on a first view, the "most powerful" items are not having the impact expected according to their cost and rareness.

This situation will be revised and several options are being studied to improve any type of gameplay that involves Cast Speed (offensive, supportive, defensive).

Best regards.


P.S. This complaining about fluidity... It it because you're not allowed to cast 0.5s spells while moving anymore?

Zordak 02-19-2012 02:44 PM

Quote:

Originally Posted by PT_DaAr_PT (Post 1531206)

P.S. This complaining about fluidity... It it because you're not allowed to cast 0.5s spells while moving anymore?

Because if you have to stand still for the cast time you have to stand still for the casting animation as well. In total its more than only the milliseconds.

Z.


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