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Old 09-14-2011, 08:00 PM   #21
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Quote:
Originally Posted by Castingbeast View Post
Why NGD WHY??????

Why the fk do you have to nerf every fking spells, skills why??

You already nerfed knocks range and now wanna nerf it even more by reducing their duration?? Why not delete completely the whole fking spell? As some of us already mentioned RO will turn into a dmg based game only, hack & slash, call it what you want, great.... No brain, no skills.

Same goes for dizzy, why do you think it needs any nerf?
You want players keep spaming their useless CC's all time?

On the other hand, IF it does need nerf why cant you just rework the shit loads of useless spells and make "counter" spells like dispel for every class?

We need more useful passives and nerfs can be avoided imho.
[Dizzy resist for warlocks--->marks BoW less op
Freeze resist for every class--->less whining in general cuz of freeze and marks spaming WS. *end of examples]
Would it mean more work? Im not sure about it. BUT WOULD BE FKING WORTH TO DO!

Just keep nerfing everything and RO will have even more useless spells and will turn into an even less brain required piece of junk. We're really close to that anyway



PS: Instead of reducing dmg, how about raising HP (again..) for everyone drastically?
Only nerf counter OPness or u suggest allow me dispel knock down and dizzyness? (the only pain things for my lock imo).

or u don't like will domain nerf? use terror it does crazy damage on target also or don't use knocks
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Old 09-14-2011, 08:18 PM   #22
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Quote:
Originally Posted by Castingbeast View Post
...
Chilko should post that link again explaining why nerfing is better than buffing everything else... And knocks definitely are too long. The game sped up a lot, and you basically say that knocks don't need to be adjusted properly? That we still need the same durations as back then when the whole game was just half as fast paced?

Quote:
Originally Posted by Frosk View Post
  • Knock-Downs: The duration of this effect will be reduced.
  • Dizzy: The duration of this effect will be reduced.
That's... specific. That step is quite obvious and needed, the interesting part is by how much you're going to reduce them.

Quote:
Originally Posted by Frosk View Post
The skill "Confuse" will be Hunter-exclusive, switching places with "Sentinel" from the "Scouting" discipline.
Interesting move. It however still doesn't address the core problems of confuse: The combination of camo (enemies taken by surprise) and confuse is too strong causing hunters to be either horribly underpowered when balanced so that confuse + camo isn't overpowered (like it is now), and horribly overpowered when balanced so that they can fight without confuse. For the sake of hunters - confuse needs a nerf, and a drastic one!
And it's horribly annoying to conjurers. You want to eliminate frustration caused by long effects? This is the longest and most frustrating effect ever!

Quote:
Originally Posted by Frosk View Post
The range of the skill "Heal Pet" will be enhanced to 15 mts.
Nice. Will it be possible to cast it without having to select the pet? That's the biggest flaw in this spell. Oh, and I think it should be boosted significantly (way less cool down) - it shouldn't be easy to kill a hunter pet, even for barbarians, as this renders a whole level 19 tree useless.


About Regnum becoming a hack&slash game in which just damage and items matter: We need better heals and less defense. That way skill is rewarded again (more than ever before, if implemented properly), and on a much less frustrating way than with long CCs. That's the way to go, really!

Other badly needed changes:
Quote:
Originally Posted by _Enio_ View Post
How about reviewing excessive archer range?
- No more absolute damage reduction through armor!
- Drastic buff of hunters. Bois brings this to the point very well:
Quote:
Originally Posted by bois View Post
A marksman should rule the wall. A Hunter should be outside mixing it up with melee, have the tools and armour to either evade or tank somewhat. They need tools to operate in the melee to range 25 strongly. They need agile and quick support spells. The pet tree needs work. Tame pet should be one spell and free up the other 2 slots for some support spells
Another suggestion: Make knock downs just work on moving targets, to prevent stacking the most elegant way ever.
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Old 09-14-2011, 08:19 PM   #23
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Quote:
Originally Posted by NSer View Post
Only nerf counter OPness or u suggest allow me dispel knock down and dizzyness? (the only pain things for my lock imo).
I was suggesting to add new passives that would work as a "counter" against op-proclaimed spells if you could read. Why would you want to dispel your dizziness if you had a dizzy resist passive? ( Its a poetic question not expecting any answer).

What goes for knock down and you being knocked down, my only suggestion would be: learn to leave with it and stop whining.
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Old 09-14-2011, 08:32 PM   #24
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Already looking for other game, stupid hack and slash where damage is the king... not my style... Really bored and tired up... If anyone found a good MMORPG, please PM me.
Thank you.
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Old 09-14-2011, 08:50 PM   #25
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Quote:
Originally Posted by Seher View Post
1) Chilko should post that link again explaining why nerfing is better than buffing everything else...


2) And knocks definitely are too long. The game sped up a lot, and you basically say that knocks don't need to be adjusted properly? That we still need the same durations as back then when the whole game was just half as fast paced?
1 - It didnt state its better in any situation. There are situation where one is the best way but there are other situations too. You cant simplify that like that..


2 - The game didnt speed up. Ro was much more fast paced then it is now. It got slowed down heavily. Just think on added GCDs, cast time for ranged normal hits, removal of speed increasing buffs. Added casttime for lots of instants. General movement speed got increased, gameplay speed however got decreased down alongside with making fights last longer. So i dont understand that argument. By this logic knocks and cc duration should be increased right now.
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Old 09-14-2011, 08:56 PM   #26
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The mistake that was done is, that the balance is set in stages. What people see, is hunter nerf atm. I don't know what the next implementations will be, but I see this way better than just uploading the "balanced" version and leaving it without changes.

At the moment the updates are actually tested on live servers, and NGD can draw conclusions and add more balance. I will wait to see how the next balance stages go...

Knocks are a problem, and imho they should have effect on both (attacking and defending) sides, therefore giving a slight disadvantage to the knock caster. (eg. the victim of knock-down could have increased evade/block chance?). I don't think that reducing range and/or duration is the correct way of dealing with knocks, as it disadvantages some classes more than others.
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Old 09-14-2011, 08:56 PM   #27
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Well however we got funny situation: one part likes changes ( at least in some cases) other hates and think it'll kill the game
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Old 09-14-2011, 09:03 PM   #28
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While we are on "nerfing" knocks, why not revert the loss of resist and evade chance while being knocked?
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Old 09-14-2011, 09:07 PM   #29
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Well, at last, after so many time with Community bitching about CCs duration, NGD finally realised something was wrong in it...

However balancing won't be as simple as doing a general CC duration reduction for everyone because it will increase the imbalance between high DPS and low DPS classes ,as low DPS classes requires CCs more of damage to be effective, thus reducing CCs durations will make the job much harder for them and turning everything into a hack'n'slash like people already said...

So maybe shorten CCs only for offensive classes, or really tone down the overall damage, of barbs especially...
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Old 09-14-2011, 09:27 PM   #30
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Quote:
Originally Posted by Shining-Scias View Post
So maybe shorten CCs only for offensive classes, or really tone down the overall damage, of barbs especially...

Scias in action again
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