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General discussion Topics related to various aspects of Champions of Regnum |
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#1 |
Banned
![]() ![]() ![]() Join Date: Feb 2010
Location: The Netherlands
Posts: 468
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So, everybody claims theyre waiting for 'that' ballance update.. But nobody is specifically saying what he/she means by saying that. So now the question to you all.. on what kind of 'That' update are you waiting, and how the hell will you know it's 'That' update, don't you have to test it first.. like a week so almost every possible move, combo or skill setup has been used?
Tell meh... |
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#2 |
Master
![]() ![]() ![]() Join Date: Mar 2009
Location: Peterborough ON
Posts: 597
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Not necessarily balance update, just an update in general that restores the fun in the game, unless I`m mistaken.
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#3 |
Initiate
![]() ![]() Join Date: Jun 2009
Location: florence, italy
Posts: 150
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As i said on suggestions I want solidity of players
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(Horus) Ignis - Ignobili Malignis Mala Tempora (hunter) (notsoactive) Massenzio Treesimo (knight) - Mazrim Taim (lock) |
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#4 |
Count
![]() ![]() ![]() ![]() ![]() Join Date: Apr 2009
Location: Bavaria
Posts: 1,026
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Short CCs
No absolute damage reduction via armor Definition of hunters edit: Oh yeah and old saves, of course. No need to mention it, it's obvious. :P Then we can talk about additional features, interesting new spells, etc.
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Last edited by Seher; 07-31-2011 at 02:16 AM. |
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#5 |
Baron
![]() ![]() ![]() ![]() Join Date: Aug 2009
Location: /dev/null
Posts: 766
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I would like to see some or all of those in the next balance update
-- Overall : * Make Intelligence affect spell damage (or heals) * Decrease overall attack speed (esp for barbs) or nicely cut CCs durations * Cut durations of Confuse and Darkness * Make per-class WM skills * Old saves back * Lower fort walls -- Barbs : * Move feint to a knight-only tree (already planned by NGD) * Replace it by a non-slowing spell (unlike planned by NGD) * Cut kick's duration and/or give it higher cd/cast time * Give cast time (0.5/1) to SC -- Archers : * Nerf parabolic shot (less range) -- Marks : * Make evasion tree hunter-only * Give Strategic Position to hunters only (swap with Death Sentence (?)) -- Locks : * Faster SK (current one is bugged and insanely slow) * Improve Wind Wall
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#6 |
Banned
![]() ![]() ![]() Join Date: Dec 2008
Posts: 326
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#7 |
Baron
![]() ![]() ![]() ![]() Join Date: Aug 2009
Location: /dev/null
Posts: 766
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Your range is your defense.
From day 1 I never understood why marks have so much defense because the classes are supposed to have one offensive and one supportive side that are more or less complementary : Eg : Warriors : - Barbs = low def, high dmg, high speed - Knight = high def, low dmg, low speed Mages : - Conjus = low dmg, high def (by high I mean much higher than warlocks) + heals - Locks = high dmg, v. low def Archers : - Hunters = low dmg, low range, low def (wtf???) - Marks = high dmg, high range, high def (wtf???) So now tell me what are hunters besides a much lamer version of marksmen ? Both have the same speed (wild spirit doesn't count), but Marks have more CCs, more damage, more range, more defense... You'll tell me pet, camo and track but they don't give any advantage in combat (at least RvR) Before, this flaw was compensated by the fact that pets were completely out of balance, that the mana regeneration was pitiful for archers (crippling marks), and that marks didn't have much more range than hunters. If you compare to how the other classes are designed, you can see how unlogical it is that Marksmen have much more defense than Hunters and more generally barbs and locks. Marks defense should be their range. You can't have everything at once like now. This is one of the reasons why the Hunters feel useless today, because they have no consistent advantage over Marksmen.
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#8 |
Marquis
![]() Join Date: Mar 2007
Location: Edge of the Abyss
Posts: 2,066
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Regnum Players,
First I would like to say thank you to everyone that makes this game enjoyable. Your constant efforts in assisting new players, participating in battles, and even playing the game period to increase population in dire times have been noted and will not be forgotten. We all know that Regnum Online has gone through many changes since its release, and now the the game is about to undergo yet another evolution.
The legends and tactics of the past will remain a pleasant memory to discuss around the save alters or behind the safety of your realm walls. Do not complain about the adjustments that will be made. Sometimes like snakes we must shed our old skin in order to grow. As this game has grown it too has shed many "skins". The time to evolve is upon us. Embrace the change and master your new game. Let's bring back the community feeling and spirit that we once had not so long ago. Best wishes to you all as the game is reborn yet again, Demonmonger |
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#9 |
Count
![]() ![]() ![]() ![]() ![]() Join Date: Feb 2009
Posts: 1,445
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- From lvl 50 to 60 only experience from enemies and from captured fortifications, no more grinding.
- No more those stupid quests that kill wars, you are warmaster when you are 60. - Quit aggressive mobs from the war zone. - Bring back old saves with their old guards. - New castles, there is too much unbalance between realms with those castles. - Positioning code fixed or bring back at least range 1 to melee weapons. - Equivalent repair costs for all classes. - Specific warmaster skills or skill or specialization for each class. - Duration of penalizations reduced, max duration 20s. - The progression of skills should be linear. - Reduce casting time for spells of mages 25% if they are more than 0.5s. - Reduce arcane devotion to 50% max. - Reduce skill trees shared between classes, primarily the ones with CC powers.Example something like this: Short Bows Dual Shot: C=0.5s Rapid Shot Meditation Lightness Tear Appart Duelist: Passive 10% va Repetition Shot Long Bows Shield Piercing: E=100%dmg+health 10/.../50 Maneuver Eagle's eye Omnipresent Break appart Specialist: 10% Range passive Projectile Rain: E=100dot. D=10s. Evasion Dodge Evasive tactics Spell Elude: E=80/.../400 Escapist Cat reflexes: E=15% net Low Profile Son of the Wind -------------- Arrow Mastery Winter Stroke: R=30 Ignus Scorch Ethereal Arrow Arcana Strike Fire Rain Serpent bite Lighting Arrow: D=20s E=5/.../25% speed penalty Aiming Mastery Recharged Arrows Lethal Strike: E=60/80/../140% dmg. Parabolic Shot: E=15% Foresight: E=3/.../15% range passive Dirty Fighting Trained Eye: E=10% weapon damage ####: Tricks Sudden Strike: E=-10/.../-50% D=4/8.../20s R=weapon Retaliation Strategic position: E=5/10/15/20/25% Burst of Wind: D=4/5/6/7/8 Wits Sticky touch: D=4/8/12/16/20s Distracting Shot: D=4/6/8/10/12 ---------------- Scouting Ensnaring Arrow Ambush: D=2/.../6s Acrobatic: E=4/8/12/16/20% Enemy Surveillance Death Sentence Stunning fist: D=2/.../6s Wild Spirit: E=2/../10% Pets Tame Special Attack 1 Training: E=20/.../100% Special Attack 2 Natural Armor: E=20/.../100% Revive Pet Skin of the beast: E=AoO #### Cold Blood: Instance without pet, E=15/30/45/60/75dmg Confuse: D=4/.../20s Camouflage corpse Camouflage Reveal Camouflage Ally: D=4/.../8s Cd=60s Stalker Surrounding This way a hunter would someone with an usable pet, or hiding, penalizing movement and the best chasing people, ambush and death sentence to help the pet, and defense for medium range. The marksman would be the one with most range, skills to maintain range, damage skills and defense for range damage. Then add some warmaster skills for each class, something related with speed or pet for hunter... |
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#10 | |
Master
![]() ![]() ![]() Join Date: Oct 2008
Location: Straya cunt!
Posts: 251
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