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Old 09-03-2010, 09:59 PM   #1
chilko
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Default New Balance Update: Your Feedback (FINAL STAGE)

Hello guys,

OK, we are not going to do any more conceptual changes that require code development until the next balance update a month after we launch this version.

From now on, we will only tweak some variables, multipliers, durations, mana costs, AND FIX BUGS.

We need your feedback to be much more precise now, only try to post about things that we can do with tweaking. More conceptual changes will need to be done after we have some time in the live servers and we see what kinds of new tactics and combos you guys find in RVR.

On the other side we really need you guys to help us find every nasty BUG we can.

We are opening another thread for posting about bugs specifically follow this link: http://www.regnumonline.com.ar/forum...ad.php?t=65555

Changes in this version:
  • More armor factor adjustements.
  • Slight tweaks to summons damage
  • Swapped Block by Precise Block in the discipline
  • Precise block: duration increased to 2-6 seconds. Now the spell is turned off if the user decides to move during its duration (to retaliate faster if there’s a chance.)
  • Block modification: changed from a passive to an active spell. 100% more chances of blocking (this means twice as your base blocking) in every level. 12 to 25 seconds. Cooldown 50 seconds. No casting time. Mana cost: 60-140.

    MINUMUM DAMAGE TURNED ON AGAIN (but to a lower value, please report cases of very low damage)
  • BUG FIX: a bug was squashed in blocking formula
  • BUG FIX: precise block now blocks spells also

Last edited by chilko; 09-03-2010 at 11:04 PM.
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Old 09-03-2010, 10:13 PM   #2
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Please increase the duration of Fulminating. (6-7 sec) Thx. ;]

Regards, Soro
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Last edited by -Sorothos-; 09-03-2010 at 10:25 PM.
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Old 09-03-2010, 10:15 PM   #3
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make it live and fix it on the fly i am so sick of waiting.
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Old 09-03-2010, 10:16 PM   #4
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i just played on amun and i think marks stand a chance again vs every other class now that the duration of UM has been lowered and hunters dmg nerfed marks will once again rule over ranged combat and long range support +1

also mana is a not-as-bad problem anymore since the regen has been increased all tough a marks still has a rough time against mages i think it will be ok now.

the range increase is a very good addition since marks will have a bit more advantage over a hunter.
(all tough i like the 40m bow more ).

ps: i had enormous fun with the 2000+ normals today, if only grinding was that easy
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Old 09-03-2010, 10:18 PM   #5
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I stick to what I had written in an other thread.

Quote:
Originally Posted by PT_DaAr_PT View Post
Ok, when Horus was down there were many people on Amun to perform a Fort war simulation and these are my observations while playing a support knight:

-Protect ally: It needs to be instant, or if you think that it really has to have a casting time then atleast 0.5 secs, it's impossible to dispell moving allies, usually those that are dizzied/confused who always backpedal for safety reasons. Also what range does it have? it's not shown in the description, but a nice 2m range like Shield Bash would fit well.

-Shield wall/Star's shield: Its range is simply too short, even when I was near allies I was mostly casting on thin air, rarelly even catching 2 people. Look at Off With Their Heads!! on the Live servers, its range is 10m and that's how these type of instant-Auras should be(I'd also include Onslaught for range change). The 10 second duration feels very low, I for instance prefer Rapid Shot at level 2, because level 1 gives only 10 secs, level 2 however gives 15 secs which is more satisfying knowing that it won't run out soo fast. Yes, a 5 second diference can do that.

-Rigorous Preparation: Doesn't really feel worth skilling for it because of the really high mana cost to just make your opponent have +30 miss chance and -18% critic chance. Maybe highering the critic chance malus and adding a hit chance malus would do good... or just lower the mana cost.

-Defensive stance: It definatly should have an infinite duration, I had the chance to tank the GC at Samal and I felt really helpful doing it, except for the part in where the duration was almost at the end and I was not able to recast it because if I did the spell would go into a sort of ''5 sec cooldown'' and I'd have to wait those 5 seconds to reactivate, really not helpful when having a strong damage dealer hitting you.

-Troll's Skin: Again, I had to log off while its duration was still on, I only used it for like 70 seconds and the 200 seconds that I will have to spend waiting once I log back again is going to be a pain. -.-
I suggest 90s coodown.
(I reposted it because not even 1 of those spells got changed since then)
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Old 09-03-2010, 10:24 PM   #6
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Well, glad to read that we can see the changes on the live servers really soon, but I want so say something to the following changes:

Quote:
Originally Posted by chilko View Post
More armor factor adjustements.
Good, hope Defensive STance will now work right with that.

Quote:
Originally Posted by chilko View Post
Slight tweaks to summons damage
Hope the damage is more casual than overpowered - if it was at all...

Quote:
Originally Posted by chilko View Post
Swapped Block by Precise Block in the discipline
Well, could maybe be useful.

Quote:
Originally Posted by chilko View Post
Precise block: duration increased to 2-6 seconds. Now the spell is turned off if the user decides to move during its duration (to retaliate faster if there’s a chance.)
Good, that would make it more flexible.

Quote:
Originally Posted by chilko View Post
Block modification: changed from a passive to an active spell. 100% more chances of blocking (this means twice as your base blocking) in every level. 12 to 25 seconds. Cooldown 50 seconds. No casting time. Mana cost: 60-140.
I don't like this ... really.
The passive spell was the last hope to get some better block chance, now you have to activate it ... Now this spell is quiet useless, as long as blocking is still bugged. I remember well that 'till now it doesn't matter if you had a a shield with +21 Block or one with +49 Block, you still blocked the same amount (in my case, I even blocked with the +21 one better ...)

Edit:
@PT_DaAr_PT: What? oO Defense Stance is now a normal spell again? oO Ohnoez!
@NGD: Please change that thing back to infinite duration!
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Old 09-03-2010, 10:48 PM   #7
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I still fear that a % heal ally brings up more problems than it solves:

-Gem carriers get way too many health points, you can't kill them even if there's just one conjurer. 10% of 50k hp is quite something.
-It's ineffective on lows. I, for one, wouldn't heal low-level players any more. Could ruin their fun even more. They don't get healed very often right now, what will it be like with this update?

I don't know why you made heal ally heal %... To make playing warriors easier? Add a bonus to heal ally if it's casted on warriors. For the invasion amulet owner, who is targeted by everyone? Make that amulet double the heals you get...
Or is there still some advantage of the % heal ally that I've missed?

(My old suggestion about heal ally: http://regnumonlinegame.com/forum/sh...&postcount=102)


And my quite precise life savior complaint :P

Quote:
Life savior:
it's a cool idea, but the casting time completely kills the spell; Life savior means you save someone who'd die quickly without it. 1.5 seconds casting time (devotion) is way too much to make this spell achieve its purpose, the target may have already died when the cast's over. This means this spell would be used on players that actually don't die within the next seconds, and it isn't a life savior any more.
And that's a pity, as the idea behind this spell is really great and leads to a fast paced gameplay with cool action.
My suggestion: Low casting time, 1 second at most.

To force using this spell actually as a life savior I suggest to make the spell heal way less if the target's health is above 25%. (Or even nothing) This would add some cool dynamics :-)
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Old 09-03-2010, 10:51 PM   #8
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Quote:
Originally Posted by Creror View Post
Edit:
@PT_DaAr_PT: What? oO Defense Stance is now a normal spell again? oO Ohnoez!
@NGD: Please change that thing back to infinite duration!
Defense stance is supposed to be infinite, if we changed it we would have mentioned it in the changelog.

Please repor this as a bug.
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Old 09-03-2010, 10:53 PM   #9
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Quote:
Originally Posted by chilko View Post
From now on, we will only tweak some variables, multipliers, durations, mana costs, AND FIX BUGS.
Heall Ally is still expensive (145 each 5 secs is the same as 290 each 10 secs), Dispel too.

Life Saviour could have a shorter c/d (30 or 40 sec), shorter mana cost and weaker power at 5 (50% hp).
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Old 09-03-2010, 10:53 PM   #10
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Quote:
Originally Posted by chilko View Post
Defense stance is supposed to be infinite, if we changed it we would have mentioned it in the changelog.

Please repor this as a bug.
Sorry, my fault, didn't noticed that PT_DaAr_PT's post was written before you changed it to infinte and he just linked it here again so that it would be read.
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