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Old 01-29-2017, 09:23 PM   #146
Lebeau
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Quote:
Originally Posted by Pery3000 View Post
Lol the Wind Wall change is fine. Must skill it higher than leaving it on lvl 3 as you suggested. Not to mention amulets you can get to reduce more dmg. Even I sometimes have trouble doing high dmg on certain locks with crazy gear...
Uh, no, imho it's not fine at all ... & I never suggested skilling it @ 3. Take it as high as tree lvl possibly allows. Most lack -ranged% gears/enhancements, & many still don't have complete wmc jewelry sets either. To be truly fair, game mechanics MUST be balanced out, as much as is possible, for ALL who play CoR, whether newbie, journeyman, old-school vet, or old-pro (op) gear-whore.

Quote:
Originally Posted by https://www.championsofregnum.com/index.php?sec=27&l=1

Wind Wall
Since the warlock is gaining more damage, and marksmen now have to risk it out a bit more due to their range being decreased, naturally Wind Wall is being slightly nerfed.

Ranged Received Damage (%): -5 -10 -15 -20 -25
WRONG!
The warlock is NOT gaining more damage. Marksmen suffer NO sunstantive increase of risk.
WHY?:

1) You must skill these 2 lock spells in order to use them. No one currently does.
2) You lose at least 2 spells you had before in order to skill Stalagmite & Golem fist (likely other damage spells, cc's or areas), so overall, it ends up being a totally zero-sum gain +/-.
3) You actually have to get within 25m to cast either of these spells. Good luck with that versus a talented archer player.
4) You still usually won't ever get within that 25m threshold for long, if at all, unless the archer allows it so ... marks' new base range on most LB's is 30 (+10-20% from foresight) = 33-36m unbuffed, & even longer range if Parabolic shot &/or Focus are skilled & used (up to 46.5m without any +range% gears).
5) You want to nerf locks' ranged defense, & yet archer damage still remains as high as ever (500 to 600+/- uber-marks' norms anyone? Yay! NOT!).

The range advantage is still markedly obvious. Combined with high-dps setup, gears & jewels, a run-&-gun marks (or hunter) still remains overwhelming, nothing about the overall dynamic has really changed here. All loss is on the very top end of archers' ranges, so all of that is just an archer v archer consideration, since what extant surplus range beyond 25m that remains is still a really rather comfy cushion v any mages.

Thus, nothing should change. "Slightly nerfed"? REALLY!? There's a BIG difference between 25% & 35%, so just leave Wind wall alone, or maybe even increase it (20-25-30-35-40%), but at the very least, nerf less harshly (10-15-20-25-30%) as previously stated:

Quote:
Originally Posted by Lebeau View Post
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Last edited by Lebeau; 01-29-2017 at 09:44 PM.
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