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General discussion Topics related to various aspects of Champions of Regnum |
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07-15-2010, 03:34 PM | #1 |
NGD·Studios
Join Date: Mar 2006
Posts: 892
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Balance Update: official thread (stage 1)
hello everyone,
We have been working on some balance aspects. Here is a list of stuff that may or may not be in Amun yet but is part of what we are planning for the following updates. Please try to be as constructive as possible. Network code / positioning system New network code should provides a smoother experience and adds a lag compensation technique to minimize phantom swings, although you will experience hits from opponents being far away from you this is not because of an extra range (range has actually been reduced a little) but the result of the lag compensation. (THIS IS ON AMUN NOW) Map
Equipment:
Combat System:
PVE:
Powers:
Stuff that we will look into in the near future:
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07-15-2010, 03:40 PM | #2 |
Initiate
Join Date: Mar 2008
Location: Groningen, The Netherlands
Posts: 226
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hmmkay...
+1 for the evade/resist for mobs
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Rhaegar - Barbarian ________________ Daenarys - Conjurer The White Company
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07-15-2010, 03:51 PM | #3 |
Initiate
Join Date: Nov 2008
Posts: 107
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About the announcement: Nice, Chilko. We like being kept somewhat in the loop. So big thanks.
About the contents of the announcement: Looking good at first glance.
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Fredu'Cya
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07-15-2010, 03:55 PM | #4 |
Master
Join Date: Jun 2009
Posts: 484
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I would've rather seen a cap on cast speed, now the player with better items still has an advantage.
I can't really judge since we can't test it yet and because I play a warlock I am of course biased, but we'll see.
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07-15-2010, 04:40 PM | #5 |
Marquis
Join Date: Aug 2007
Location: Germany
Posts: 1,843
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We need a thread to discuss the changes.
Is it intended that my range 43,7 normal hit range gets cut down by 7 to 36,4? Its scaling reduction. range 23,3 -> 19,9 range 28,9->24,4 range 34,5 -> 28,6. Its only for normal hits, i can shoot range 0 spells but normals wont come out. |
07-15-2010, 04:53 PM | #6 | ||||||||
Count
Join Date: Jan 2008
Location: England, UK.
Posts: 1,055
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What about the players that don't have uber Cast Speed gear? This will affect them 10x more. Also conjurers, like they need less Cast Speed! The cast time put on heals etc. was already stupid enough. Another good change. I hope these changes are included in the same balance update.
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MattdoesJOKE_#40_NOT_FOUND
RA / Hor... Haven? Last edited by Mattdoesrock; 07-15-2010 at 05:04 PM. |
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07-15-2010, 06:06 PM | #7 | |
Pledge
Join Date: Mar 2009
Location: Ignis Realm of Fire
Posts: 39
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Quote:
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Horus, Ignis
Molok Marksman - Apocalypse |
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07-15-2010, 06:23 PM | #8 |
Apprentice
Join Date: Dec 2008
Posts: 98
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I love most of the changes and think they will really help solve some of the issues that face the game today, however that being said I'm concerned about 2 in particular.
First, Devotion nerf, I'll agree with pretty much everyone else that this won't solve the underlying problem of gear being OP. I support a CS cap like the rest of the people here. Second, as others have said GCD change is good to balance warlocks however will kill support conjurers. I would propose that the GCD of 1.5 seconds is only applied after using an offensive spell. An offensive spell would be any spell that is cast on an enemy, for example Beetle swarm is considered offensive, but Heal is not. Tremor is offensive, but Mass Dispel is not. SM buffs such as projection or fire magnification are offensive. For all non-offensive skills (heals, buffs, dispels you'd keep the 1s GCD). Other than that I'm excited for the update.
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07-15-2010, 06:27 PM | #9 |
Count
Join Date: Oct 2008
Location: Sofia, Bulgaria
Posts: 1,374
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Any change to mage will affect Conjurers. After GCD changes most conjurers have put Arcane Devotion so their play will be fluent and fun again. So we lost in common around 3 points. If we need to level Insightfull now to cope with nerfed Devotion duration for example this will hurt even more support conjurer setups.
I still wonder why prebuff with regenerate spells was removed? Why heal spells cost in mana was raised? Why cast times of heals was increased? All this changes hurt alot this class and made it less and less appealing and hard to play. Pre 1.0 it was possible to play conjurer only with fast staff. It was fast fun an a pleasure to play support conjurer. Now my biggest nightmare is to loose Arcane Devotion because of some reason - it cools down or some damn warrior Mind Squash me even i have only devotion as buff. Play becomes unplesant, sluggish and it is really not fun to support and try to heal self with that slow spells. Please if you plan something for warlocks think about conjurers - supportive spells have to be improved not hindered more. In every game i saw support healers have fast and powerfull supportive spells. Please NGD think for conjurers...
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07-15-2010, 07:33 PM | #10 | |
Pledge
Join Date: Mar 2009
Posts: 19
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When I was on Amun I almost had myself convinced I was imagining the loss of range. I'm still hoping this is either a bug in the Amun code or NGD will see this and say "oops, that's not what we meant to do". Because I really don't want to believe that the Developers read those threads about Marksmen and thought, "Hey we know how to help, we'll nerf Marksmen's range" Enio- By the way, how were you measuring the ranges?
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