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General discussion Topics related to various aspects of Champions of Regnum |
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06-23-2012, 01:49 AM | #1 |
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Join Date: Apr 2012
Posts: 7
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Mage's Skills
I suggest that u make mage skills' range bye ur weapon range. like archers.
its too lame if its only 25.. so i suggest.. |
06-23-2012, 02:45 AM | #2 |
Initiate
Join Date: Oct 2009
Posts: 156
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this seems good, but mages have superiority in many fields. Besides do you want the fastest casting classes to be able to cast such spells at a hunter's range? As said, mages have a barrier, easy sustained mana+hp, and many helpful ally spells and cc's. That being said, most mages would skill the staff tree and go sm with their most powerful spell. So maybe a few spells... Oh wait terror is staff ranged, you're good. :P
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06-23-2012, 04:06 AM | #3 |
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Join Date: Apr 2012
Posts: 7
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Haha thx i suggest that cause what arcane projection use for. mage dun use normal attack right ? so let skills be ranged by weapon range )
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06-23-2012, 04:08 AM | #4 |
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Join Date: Apr 2012
Posts: 7
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maybe ivy or else ?
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06-23-2012, 04:22 AM | #5 |
Initiate
Join Date: Oct 2009
Posts: 156
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Well will domain and ambush use to have a much higher range, so the decrease in these knock spells has increased more tree hugging. Primarily because warriors can run trees now without being knocked at 20m haha. But maybe a few spells for warlock. I mean a conjurer is hard to kill 20m away from her allies with her 15-25m heal spells, can't make it more. And if a warlock gets one spell down, its an easy chain death.
there are a lot of changes needed to the game, and they will happen (some good, some bad), but the mage class is decent for now. Everything is decent for now. Please. Stop changing my game!! XD |
06-23-2012, 08:54 AM | #6 | ||
Master
Join Date: May 2010
Location: Ireland
Posts: 438
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Locks are great, even knights with defensive stance can kill a lock in a few hits so they make a nice easy target for anyone who wants a few quick rp's, don't worry about those 'awesome' cc's because banners make them completely useless. A locks best spell is slow which they get to use every 60 seconds and is usually dispelled within 3, they have some great DoT's too with are usually dispelled almost immediately because they have really obvious animations. A lock either spends all their time at the very back of the group (marks love locks too) waiting for their areas to cd (then waiting for fools without banners) or on the ground waiting for a rez (sorry conj's). Try it sometime, its great. Quote:
Last edited by standistortion; 06-23-2012 at 11:06 AM. Reason: typo's |
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06-23-2012, 10:23 AM | #7 | |
Master
Join Date: Mar 2012
Location: Zagreb / Croatia
Posts: 578
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-- Slartibartfast |
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06-23-2012, 11:52 AM | #8 |
Baron
Join Date: May 2010
Location: South Africa
Posts: 906
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07-16-2012, 02:08 PM | #9 |
Banned
Join Date: Dec 2007
Location: Poland
Posts: 489
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Could we, please, get back to initial proposal instead of feeding suckers.
Yes, I agree with Swish that long time casting stoppers, should have range dependant on staff range+arcane projection. Sultar is a good example of how should it look like. |
07-16-2012, 08:02 PM | #10 | ||||||||||||||||||
Baron
Join Date: May 2009
Posts: 747
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Any class can tree hug against any other ranged class. You tree hug their BoW, they treehug your meteor/silence/beetles etc. Argument invalid.
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On spells that cast in .5 seconds or less, the differences in cast speed gear and buffs have to be quite large to make any consistent and noticeable difference. Lag and server positioning issues are far more important in determining who casts first. Due to rounding and such, the gear may quite literally be meaningless in some cases. Even if it did, due to the way casting times are calculated a 1 second cast time spell with lvl 5 devotion and a .5 cast time spell without devotion are only the same with no cast speed gear. Cast speeds are on a curve now, and will domain with cast speed gear and devotion 5 is supposed to cast slower than a .5 second spell with the same cast speed gear. To make it simple, without getting all math-ish on you, each incremental increase in higher cast speed buffs and gear is worth less than the incremental increase before it. Double casting times with +100% cast speed buff may seem to cancel out, but it reduces the effectiveness of the additional CS gear. ^tl;dr - you have no idea what you're talking about, lrn2maths Quote:
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Nah, this almost entirely depends on the setups, and the luck of mind blank. Quote:
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It's still an advantage, whether you are hugging the tree or not... just because you can always go back to hiding, it still has the ability to break the CC chain you started, or any upper hand you just gained. Quote:
This whole thing about the level of his slow spell is strictly 1v1, and completely unrelated to overall balance. I realize that even if you bother reading this, which I doubt you will, you'll still disagree simply because you want to, but the fact is you have no idea what you're talking about. I think you just like the sound of your own keyboard. Feel free to respond with a bunch more herp-a-derp, because I'm not going to bother correcting it again. Maybe if you try some colorful text and caps lock next time people will overlook the fact that you're talking out your ass, and you can walk away ego-intact, still convinced you know everything. On-topic, just for Dupa: I'm not sure about weapon ranged spells, I can see where it could help, but it would only be a duct-tape fix for a flawed class design. |
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