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General discussion Topics related to various aspects of Champions of Regnum |
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#1 |
Banned
![]() ![]() Join Date: Aug 2011
Posts: 4,089
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Stage 2
Thanks to the feedback we’ve gathered back in Stage 1, and matching our general appreciation, in this stage we will focus in reducing CC (crowd control) effect durations. Our intention is to improve the dynamic in PvP and RvR combat, eliminating the issue of players affected by these powers control of their characters for long periods. This causes a great deal of frustration, besides slowing the combat experience. On the same note, and taking into account the adjustments to general damage in previous updates, the current duration of some CC skill combinations leaves the opponent no chance at all to fight back. General:
Other control effects will be adjusted depending on the damage and/or secondary effect of each skill in particular. Archers / Hunters: The skill "Confuse" will be Hunter-exclusive, switching places with "Sentinel" from the "Scouting" discipline. The range of the skill "Heal Pet" will be enhanced to 15 mts. |
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#2 |
Banned
![]() ![]() ![]() Join Date: Jan 2011
Posts: 280
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1. DMG will rule after this in game. (Barb players hoooray)
2. Confuse switching with Sentinel - not a big sacrifice for marksmans 3. Heal Pet - useless for RvR.... |
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#3 | |
Banned
![]() ![]() ![]() Join Date: Aug 2010
Location: Russia XD
Posts: 592
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#4 |
Initiate
![]() ![]() Join Date: Aug 2008
Posts: 156
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#5 |
Marquis
![]() Join Date: Jan 2007
Location: RA
Posts: 1,897
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I just hope something is done to the damage too, or this game will turn into a pure hack and slash game.
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Winning a fight is not what makes you a good player, it's how you do it.
http://home.znur.re/screenshot%20201...2011_39_37.jpg |
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#6 | |
Baron
![]() ![]() ![]() ![]() Join Date: Sep 2007
Location: Rotterdam, The Netherlands
Posts: 626
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#7 |
Count
![]() ![]() ![]() ![]() ![]() Join Date: Jun 2009
Location: France
Posts: 1,024
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I'm all for those changes (shorter CCs), but hunter class is more affected than any by this and there is no buff added...
About Confuse change, it is ok, but marksmen didn't use it as much as hunters, and you give them a nice passive skill instead, giving more concentration (more crits) and more dexterity (more damage), so it is in fact a possible increase of marx damages... What about Confuse duration ? What about totally removing Confuse ? I don't really see where is the improvement in balance between classes.
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Annavilya / War-Luck (Haven)
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#8 |
Initiate
![]() ![]() Join Date: Feb 2010
Location: United States
Posts: 144
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I actually consider this a good step if there's more to come.
I only hope that giving confuse to hunters only isn't the big plan on balancing hunters with the rest of the classes. As many people have said on various topics in the forums, the class needs some modifications. In my opinion, no class should have to rely on one spell to perform effectively and that's exactly what confuse will be to hunters in my eyes: a required spell that must be skilled for or the hunter will fail in pvp (if it's not this way already which it probably is). Base Damage in my opinion also needs a slight reduction... But, how much exactly do you plan to reduce dizzy/knock down durations? Is it by a formula consistent across all spells or will you modify specific spells to your liking? kind regards |
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#9 | |
Master
![]() ![]() ![]() Join Date: Jan 2009
Location: Kriegsplatz 6, Hopstad Alsius Ra
Posts: 291
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![]() Nerfing of knocks will provide another strike to broke knight subclass: - no speed - no damage - not enough defense to tank something - and now no ability to keep enemy out of combat I see decision in adding some immobilize spell in Vanguard tree and moving Roar from Barb's war cries to tactics.
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Truewar The Knightmare |
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#10 | |
Pledge
Join Date: Mar 2010
Posts: 8
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+1 to that I might add -no good cc resistance spell as well |
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