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Old 08-17-2010, 11:05 PM   #1
chilko
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Default Per class population

Hello everyone

Many of you requested this info.
Here you have a population distribution of active 40+ level characters in RA and Horus

Marksman: 11,31%
Knight: 13,52%
Warlock: 15,24%
Barbarian: 16,80%
Hunter: 21,14%
Conjurer: 21,99%

this are my personal feelings (not NGD's)

Marksmans: Boring to play
Knight: Too hard to level and very low damage
Warlock: OK (OP)
Barbarian: OK (OP but whining)
Hunter: Super OP and too versatile
Conjurer: Super OP, too versatile and too easy to level (because of broken summons and many ways to regen)


please take into account that this is before the update. We have tackled the grinding of knights for example and we are trying to put a limit on hunter's versatility

feel free to post your ideas about this and short/small suggestions 1 per class... please don't post if you don't follow this pattern
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Old 08-17-2010, 11:16 PM   #2
chandragupta
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Can we get a split between Ra and Horus figures please.
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Old 08-17-2010, 11:18 PM   #3
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Here are the percentages by overall class:

Archer: 32.45%

Warrior: 30.32%

Mage: 37.23%

(Hope this is okay to post).

EDIT: Even distribution of all subclasses would be 16.7% each.
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Last edited by Gideon_Slack; 08-17-2010 at 11:42 PM.
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Old 08-17-2010, 11:28 PM   #4
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If we could see numbers about activity of ever class(if it's possible), I think numbers would be different. But anyway nice to see this list looks like marksman are rare.

marksman are static because of mana issues/need to stay still while shooting. So maybe bring back ability to move and shoot for marksmen class and see how it works.

warlocks are balancing between power and fragility, GCD update makes them weaker so maybe add some new area that explodes enemy corpses or some summoning skills (like necromancers in some games).

conjurers are super easy to grind with zarkit, but with full support setup it is harder + less exp, so maybe do something that makes supporting more rewarding.

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Old 08-17-2010, 11:32 PM   #5
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Having played every class, this is how I rate them as the most frustrating to the least frustrating to play (in war):

In a scale--
Most Frustrating

Barbarian: Reason -- Mana-hungry. CC'd to the point of unplayability. Heavily targeted. Resists/Evades making the risks of charging almost not worth it and destroys fun.
Knight: Reason -- Too little damage, slow, blocking unreliable and unpredictable.
Conjurer: Reason -- Hard to target allies, heavily targeted. Plusses, allied heals/mana/buffs NEVER get resisted.
Marksman: Reason -- Not versatile enough, but good mix of range and damage. Still, too mana-hungry.
Hunter: Reason -- SUPER OP
Warlock: Reason -- SUPER OP

Least Frustrating
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Old 08-17-2010, 11:40 PM   #6
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now im wondering how many of them are active and higher lvl
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Old 08-17-2010, 11:52 PM   #7
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Quote:
Originally Posted by Pakos View Post
now im wondering how many of them are active and higher lvl
Here you have a population distribution of active 40+ level characters in RA and Horus

All of them.
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Old 08-18-2010, 12:19 AM   #8
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Quote:
Originally Posted by theotherhiveking View Post
Here you have a population distribution of active 40+ level characters in RA and Horus

All of them.
rofl gonna hide now,
shouldnt write when i should be sleeping -.-
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Old 08-17-2010, 11:59 PM   #9
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I've played almost exclusively marksman and hunter, so please take my comments for the other 4 classes lightly.

Hunter: Very interesting class to play. With the upcoming balance update, I believe you are getting very close to balancing it in relation with the other classes. Has the upper hand in almost all 1v1 situations due to the element of surprise - and rightly so. This is the defining characteristic of the class, forget the ranger archetype nonsense imo. Rogue/assassin is what this class is all about, so focus on making that work in balance. Amun is on the right track right now I believe, good job.

Marksman: Marksmen can make difference by superior damage from range, but if you play that way, it's boring. My suggestion: Give marksmen what Terror is for warlocks. Marksmen need a spell that will define the class and almost make you want to play it for just that spell, that makes its mark in the battle - like terror is for warlocks. I think they need good area CC's and good area damages. They have enough, maybe even too many, single target spells.
For mana I think they are ok if you control yourself. They don't need a mana regeneration spell, they just need some help controlling themselves. It's hard to control your mana when you can have 5 different spells that do pretty much the same thing (ethereal, arcanna, serpent, lethal, etc etc - all single target damage spells). So when they pick a target, they can easily burn all their mana in 5 seconds. If they play with normal hits setup, they will burn their mana because of recharged arrows and TWO buffs for attack speed (rapid shot, hawks gaze) doing the same thing - single target damage. Maybe if they had to choose between that and some great area spells they would not have such a problem controlling their mana.

Conjurer - The healer class of the game getting the best summons/pets was my first WTF moment in RO, followed by conjurers having the highest DPS in the game (before SM got "nerfed"). The summon probably has to go as a tree altogether. Maybe replace it with a "support" summon, giving heals and/or mana or something.

Warlock - Too dependant on one spell - Terror. Take that away, half the locks will stop playing. Give it too much power, and it will destroy battles (as it does now). They need more things to do in the battlefield than be the ones that deliver the opener and then use everything they have to try and stay alive. 1v1 is another story, there they have a great advantage over most classes & situations.

Barbarians - I actually think this class is ok, from an archer's point of view.

Knights - This is probably THE most broken class in regnum. A nightmare to grind, and when you get to 50 you are "that guy" in war. Noone really knows what you do exactly that their barbs cannot do better, and the support you provide takes up space from conjurer support. More CC is definitely needed on the knight (single target CC that is)

Again, like I said, I play only archers. Please don't kill me for my comments
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Old 08-18-2010, 12:35 AM   #10
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My comments are solely directed at the Hunter as a stealth class. Every MMO has one, so its important Regnum has one, and that it is viable and not over-powered. To be viable, a stealth class must have both offensive and defensive stealth abilities.

Previously, speed was the defensive stealth ability. Since speed is being removed, NGD has to add a new defensive stealth ability, or else the Hunter as a stealth class will be crippled. People who play stealth classes in other MMO's will realize this if they try Regnum.

My suggestion: Add a short, insta-cast camo spell with a speed bonus at a low level in the Scouting tree.

It could look something like this:
  • 0 cast time
  • 10 second duration
  • long cooldown
  • large speed bonus: +30% or more
  • cannot be broken by any "reveal camo" spell
  • cannot attack until it wears off
This is generally how defensive stealth abilities work in other games: short spells that remove the caster quickly from the situation.

At the same time, the original camo should be moved farther up the Scouting tree, perhaps to Level 17. (Low level hunters could still use camo with the new camo spell, which obviously would work offensively too).

Speed was also part of the offensive stealth, so the old Camo should be modified to compensate for its loss. My suggestions here:
  • Cooldown at level 5 = Duration (90 seconds). This would allow Scouting specialized Hunters to continue to conduct covert reconnaissance.
  • Speed malus - should be reduced until it is 0% at level 5, in keeping with the Hunter's need to conduct covert reconnaissance.
  • Can be broken by "reveal camo"
  • Long cast time
Also in my opinion, the damage debuffs that are being added to the Scouting tree should be limited or removed, as they seem to undermine the tree's coherence.
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Last edited by Gideon_Slack; 08-18-2010 at 12:47 AM. Reason: added cannot attack to new camo spell
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