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Old 02-01-2014, 11:06 PM   #31
Thallium
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Make Divine Intervention a self-buff. To keep it from making warjus OP, make it prevent casting offensive spells while active. Also, make it so that dispel isn't considered an offensive spell.

Mind Squasher should be 100% effective but only remove one buff or be temporary effect.
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Old 02-02-2014, 03:09 AM   #32
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What you need to know to balance mages:

Scias's Thread: "Mage: The Outdated Class" http://www.championsofregnum.com/for...ad.php?t=86725

Instead of tweaking issues on the surface, work towards genuine balance by undertaking the above and what Awrath wrote in this thread. By failing to address root issues, you won't be only wasting the playerbase's time, but your own time as developers. Please do this properly.

Regards.
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Old 02-02-2014, 07:11 AM   #33
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Guys, please stop suggesting that MS be temporary affect. That helps nothing at all. People are complaining about MS because they die in 5 seconds at a fort when they get MSed. Making it a temporary affect makes no difference, unless you plan on making it a 1 second effect, then the spell is useless and unskilled.

Making it take random spells is terrible suggestion as well. Everyone complains about NGD's RNG, but trusts it enough to get MS right? Pls no

And making it take specific spells would be a bad suggestion because it is used for like 5-6 spells (Steel Skin, DI, UM, Ao1, and Defensive Stance) specifically 90% of the time. Making it take only those specific spells does not change it's impact.

Balancing MS centers more around changing DI, giving locks direct damage spells, and a couple of other things, then it does to trying to change MS itself (should have 60-120 CD), IMO.

Last edited by TryHarder; 02-02-2014 at 07:38 AM.
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Old 02-02-2014, 07:24 AM   #34
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The only problem MS have is that it is SPAMMABLE. Every 20s you can dish one. Make it higher CD (for example 80 - 120s cooldown), so you think who you really want to MS.

Same with DI but make duration lower. Something like 80 dur / 60 cd will be enough to cover conju needs without they forgetting it too much. I really doubt any conju will not think who to buff - his conju partner or the mindless rushing barb.

For me getting DI in the all the mess is not what you want to see after. If it result DI nerf barbs will be - "lel i can do without this crap", but class which will be really hurt will be conjus. Conjus already took some nerfs which made them harder to play - more nerfing will make this class player base even smaller.
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Old 02-02-2014, 10:49 AM   #35
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Default ammm someone ask me to post this... and u know what it is when uread it :(

http://www.gamesamba.com/forum/ro-ge...ess-t6805.html


landrval said he cant post in ngd forums so he posted on GS samba

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Old 02-02-2014, 12:27 PM   #36
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My suggestion regarding the marksman subclass, it might be old but all points still stand imho. The original thread can be found in the quote link.

Quote:
Originally Posted by _Enio_ View Post
Currently the Marksman subclass is in a sad state.

Since the extraordinary range was introduced, speed greatly reduced, Son of the Wind made unreliable the gameplay shifted to shooting from high range while being untouchable for most classes.

This is not only frustrating for those being targeted, its also quite stale for the Marksman himself. The problem is, this way of playing is the most effective due to the high survivability it offers and there is currently no real benefit in fighting in closer range, rather an abonnement of SoW failure screens.


Figured before i forget about it over christmas ill leave my proposals here now. Here we go, without much explaination as id just end up in a huge wall of text.

As a first Stage, priority fixes:
  • Revert the bows ranges to the old 20m, 25m, 30m values (or cut range at 30). Edit: Consider to additionally revert/reduce foresight if needed. (thx _Emin_).
  • Revert Winterstroke range to 30m
Additional suggestions:
  • Increase the minimum range of effect on Strategic Position to 10 or 15m.
  • Make Son of the Wind reliable. Plain 90% chance to resist for 4-8s, reduce cooldown a bit.
  • Reduce Markxs gear scaling: Make Recharged Arrows, Specialist a fixed +dmg spell.
  • Consider to bring back range 25 Death Sentence or similar mechanics for better dynamics.
  • Consider to bring back old Escapist or similar mechanics to buff closer range.
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Old 02-02-2014, 12:55 PM   #37
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I don't want to see bows reverted back to their old range, not when warriors can Kick/Feint from 10m. I would rather see Parabolic Shot/Foresight slightly nerfed.

Which leads me to suggest that the spell Feint should not be executable under Defensive Stance. Knights with spears can knock someone down from a fair distance while still safe under heavy protection.
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Old 02-02-2014, 01:40 PM   #38
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Quote:
Originally Posted by Raindance View Post
I don't want to see bows reverted back to their old range, not when warriors can Kick/Feint from 10m. I would rather see Parabolic Shot/Foresight slightly nerfed.

Which leads me to suggest that the spell Feint should not be executable under Defensive Stance. Knights with spears can knock someone down from a fair distance while still safe under heavy protection.
actually kick/feint range is 2 with a spear eqquiped.the position lag makes it look like its 10
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Old 02-02-2014, 02:00 PM   #39
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Quote:
Originally Posted by GreekFireborn View Post
actually kick/feint range is 2 with a spear eqquiped.the position lag makes it look like its 10
Actually, only Feint is 2 with a spear equipped.
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Old 02-02-2014, 02:57 PM   #40
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Exclamation The Repair Cost Alot!

i just Repair my items i use now only for 1 day is cost me about 1milion gold You guys must change that in new update becasue i repair same thing everyday! also i just use normal items and some wm armor only
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