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General discussion Topics related to various aspects of Champions of Regnum |
View Poll Results: Remove Resists? | |||
Remove resists, that you can count with that, what you do. | 14 | 29.17% | |
Make them weaker, that its lesser resists, but still the "surprising effect" | 6 | 12.50% | |
Make them stronger, that anyone resist more. | 3 | 6.25% | |
Keep them as it is, that the lowbies still can be happy about her high resists. | 25 | 52.08% | |
Voters: 48. You may not vote on this poll |
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03-20-2019, 04:02 PM | #1 |
Pledge
Join Date: Apr 2013
Posts: 47
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Remove resists
Please remove resists again.
They happen at the unexpected times, and do, imho, more harm then good. And most times, it is then, when you only need the last hit for a win, or resist, when you ambush someone. It is not even fun, to see even mobs resisting, when they are laying at the ground. |
03-20-2019, 04:49 PM | #2 | |
Master
Join Date: Nov 2012
Location: Kogoruhn
Posts: 319
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Quote:
It's basic cognitive bias, think it's called observer expectancy effect.
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A better world. Last edited by halvdan; 03-20-2019 at 05:03 PM. |
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03-20-2019, 09:51 PM | #3 |
Master
Join Date: Mar 2011
Posts: 422
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I dont think they balance the gameplay in any way, really. Instead, it feels like a characteristic part of Regnums fighting system. Maybe it is nostalgia, but I do not feel the need to have them removed (they *used* to be horrible though). This game is not so much about high precision as other games, imo it fits in here.
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03-21-2019, 01:18 AM | #4 |
Initiate
Join Date: Jan 2009
Location: New York
Posts: 227
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Just my opinions:
1) Random resists really matter most in pvp, yet it's a RVR game. 2) Removing random resists would make fights too predictable, insuring the first side to spam cc can just unload their whole chain (like marks cc chains in pvp for example). I won't even get into how I feel about area spam. 3) I believe players (especially pvpers) should be able to be ready for a possible resist and be able to adapt their strategy if it happens. 4) The resist rate on MOBS however, needs to be changed. I mean even killing very easy mobs or lower is a pain with them. I also found a good way to escape your spells getting resisted... play support only (I know all too well about that). I have yet to see allies resist my support spells.
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Alsius or nothing |
03-21-2019, 02:58 PM | #5 |
Pledge
Join Date: Apr 2018
Posts: 13
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The mount of people that voted to keep resists and even increase the amount of them....
Resists have no added value other than making fights less predictable. Remove resists for a day or week to see how people react. We know ro is mostly RvR, but sometimes people are bored of it and want to enjoy the pvp part of the game In that case we should make support spells resistable to make fights less predictable!!! |
03-21-2019, 03:54 PM | #6 | |
Initiate
Join Date: Jun 2008
Location: Portugal
Posts: 245
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Quote:
I'd laugh if self- and allied-buffs could be resisted. |
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03-26-2019, 11:24 AM | #7 | |
Duke
Join Date: Jun 2007
Location: Montsognir, Alsius, Regnum
Posts: 4,388
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Quote:
Maybe the middle point between doing nothing and erasing resists is making them more complex in terms of what happens when it takes place: - No CD for the skill resisted and long global cooldown - Your opponent receives a cut in his casting and enters also in global cooldown |
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03-26-2019, 01:33 PM | #8 | ||
Initiate
Join Date: May 2013
Posts: 171
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Quote:
Ha! I'm guessing this is a joke, because if I resist a random reveal spam at a fort whilst playing on my conj, I'm going to be more annoyed about the cut in cast speed than I've ever been about a resist. Quote:
Lock: dismounts and darkness a barb Barb: runs at lock waiting for darkness to end Lock: casts damage spells Barb: hitting lock for 800's (unbuffed) Lock: casts silence just as darkness is about to cd... but wait it was resisted Barb: UM... easily kills lock This is i guess the problem you're talking about. But if you're doing this then you're ignoring the chance of resists. The lock should have instead already cast slow on the barb, and kept their distance since they know the barb has UM ready to use as soon as they can cast it, and that the locks silence *may* be resisted. What is comes down to is either accepting resists exist, or not doing so. If you accept they're part of the game, then you can play with the possibility of resists in mind. If you don't accept they exists and play as though they don't, then you'll die every time an enemy resists. Think of it another way - resists are exactly the same as spell. You can rage about locks having lightening or darkness or w/e but you if you want to succeed you have to alter your play to deal with the spells. *This* is part of the reason the Golums in game can stun you, the lions can knock you down etc. it teaches you to be aware of spells and do your best to mitigate their effectiveness on you. This is also the reason mobs resist spell.
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