Go Back   Champions of Regnum > English > General discussion

General discussion Topics related to various aspects of Champions of Regnum

Reply
 
Thread Tools Display Modes
Old 07-23-2010, 10:33 PM   #271
Pakos
Master
 
Pakos's Avatar
 
Join Date: May 2007
Location: Poland
Posts: 259
Pakos is on a distinguished road
Default

Quote:
Originally Posted by TheMessenger View Post
lol you really want that shield

but you will just be quoted (maybe) and told that this is not the right thread to talk about this
i really really want it because it's a last missing item for my lovely knight

anyway i belive it's a proper thread since we're talking about balance, unbalance is that long time ago we could find them, some of us use them, now we cannot find them anymore :>
Pakos no ha iniciado sesión   Reply With Quote
Old 07-23-2010, 11:04 PM   #272
TheMessenger
Banned
 
TheMessenger's Avatar
 
Join Date: Dec 2008
Posts: 326
TheMessenger is on a distinguished road
Default

Quote:
Originally Posted by Pakos View Post
i really really want it because it's a last missing item for my lovely knight

anyway i belive it's a proper thread since we're talking about balance, unbalance is that long time ago we could find them, some of us use them, now we cannot find them anymore :>
this is about class/spell balance though

not item balance
TheMessenger no ha iniciado sesión   Reply With Quote
Old 07-23-2010, 11:08 PM   #273
Pakos
Master
 
Pakos's Avatar
 
Join Date: May 2007
Location: Poland
Posts: 259
Pakos is on a distinguished road
Default

Quote:
Originally Posted by TheMessenger View Post
this is about class/spell balance though

not item balance
oh cmon, balance is balance, items are considered as balance as well :P
Pakos no ha iniciado sesión   Reply With Quote
Old 07-25-2010, 01:17 AM   #274
Barya
Apprentice
 
Join Date: Apr 2010
Posts: 68
Barya is on a distinguished road
Default May be this text will help

Whole game is now going in algorithm "our range units (1) CC-attack-kill enemy warriors then (2) kill enemy range units" or if no warriors "our range units (1) kill enemy range units".

Warriors initially at first levels easy kill 1v1 any archer, but last levels turn tables back - warrior worth nothing. Thats because of linear character growing +1 to all stats and almost range CC of range units.

There will be always about 0-10% warriors population if barbarian can only doorfight/grind and knight cannot support anyone with good assist powers except of himself. Transforming both to grind machines and more easy control will only crush existed balance - all warriors will be noobs that seek for 50lvl in 2days.

Fix:
1) Increase warriors growing of constitution to +2 per level. Make not only knock/stun depends of constitution - also other resists, include other CC/notattack. Rework knight so knights really can do smth kinda soak dmg incoming to chosen ally or dmg incoming to nearby allies.
2) Barbs. Instead of lame "rage of the earth" - "leap" ability 30 range - this still allows mage to meteor (35 range) but avoid of most ambushes and other. Why barbs dmg is only 800/300~3 times bigger, when barb is half hp when even reach target. Make it at least 5 times more. And this only 1vs1 against range units. Leap will make use of barb area also - barb cannot even reach the crowd without death. Make Onslaught REALLY DRASTICALLY INCREASE SPEED - 8sec/50% bonus speed. Barbs r not using 5ons in non-hunt situations. Noone care of enemy barbs in battle - if UM, all enemy see it and even dont care of you. If you thought about unit that can only door fight/easy grind - you made it good, ye, make other working now.
Whirlwind(5) ability is lame too, i easy make 1k x 10 = 10k damage by any typho/LS/TS but only about 50 thorks with aver 100 dmg with whirl so it should be weapon depend or doubled at least.
3) Make "Jail" ability for knights (ultimate 19lvl) so knight restrict moving of range units by circle area or decrease moving speed of range units coming out circle. They need spells soaking dmg incoming to nearby allies.

Also, addin combat points (working only to enemies) only to warriors will be good. Please dont make warriors just fast lvling. That cannot help for increase their population or fill it with noobs.

Make stun/knock/dizzy/jailing a knights specialization. Make mass/area/leap/speed a barb specialization.
Barya no ha iniciado sesión   Reply With Quote
Old 07-25-2010, 07:59 AM   #275
bigjim138
Pledge
 
Join Date: Apr 2007
Posts: 7
bigjim138 is on a distinguished road
Default

Quote:
Originally Posted by Barya View Post
Whole game is now going in algorithm "our range units (1) CC-attack-kill enemy warriors then (2) kill enemy range units" or if no warriors "our range units (1) kill enemy range units".

Warriors initially at first levels easy kill 1v1 any archer, but last levels turn tables back - warrior worth nothing. Thats because of linear character growing +1 to all stats and almost range CC of range units.

There will be always about 0-10% warriors population if barbarian can only doorfight/grind and knight cannot support anyone with good assist powers except of himself. Transforming both to grind machines and more easy control will only crush existed balance - all warriors will be noobs that seek for 50lvl in 2days.

Fix:
1) Increase warriors growing of constitution to +2 per level. Make not only knock/stun depends of constitution - also other resists, include other CC/notattack. Rework knight so knights really can do smth kinda soak dmg incoming to chosen ally or dmg incoming to nearby allies.
2) Barbs. Instead of lame "rage of the earth" - "leap" ability 30 range - this still allows mage to meteor (35 range) but avoid of most ambushes and other. Why barbs dmg is only 800/300~3 times bigger, when barb is half hp when even reach target. Make it at least 5 times more. And this only 1vs1 against range units. Leap will make use of barb area also - barb cannot even reach the crowd without death. Make Onslaught REALLY DRASTICALLY INCREASE SPEED - 8sec/50% bonus speed. Barbs r not using 5ons in non-hunt situations. Noone care of enemy barbs in battle - if UM, all enemy see it and even dont care of you. If you thought about unit that can only door fight/easy grind - you made it good, ye, make other working now.
Whirlwind(5) ability is lame too, i easy make 1k x 10 = 10k damage by any typho/LS/TS but only about 50 thorks with aver 100 dmg with whirl so it should be weapon depend or doubled at least.
3) Make "Jail" ability for knights (ultimate 19lvl) so knight restrict moving of range units by circle area or decrease moving speed of range units coming out circle. They need spells soaking dmg incoming to nearby allies.

Also, addin combat points (working only to enemies) only to warriors will be good. Please dont make warriors just fast lvling. That cannot help for increase their population or fill it with noobs.

Make stun/knock/dizzy/jailing a knights specialization. Make mass/area/leap/speed a barb specialization.
That's going to the other extreme....
bigjim138 no ha iniciado sesión   Reply With Quote
Old 07-25-2010, 10:50 AM   #276
trulyem
Master
 
trulyem's Avatar
 
Join Date: Sep 2007
Location: Asia
Posts: 335
trulyem is on a distinguished road
Default

If possible fix the following:

Lightning Strike(Warriors)

Option 1: @ lvl 5 100% damage + Dizzy(90% Chance)
Duration of the skill: 5 or less

Option 2: @ lvl 5 100% damage + Slow by 30%(90% Chance)
Duration of the skill: 5 or less

*Lightning Strike deserves an effect from its attack similar to Thunderstrike and Typhoon, It evens the 3 weapon disciplines for warriors.*

Onslaught(Barbarian)

Option 1: @ lvl 5, Same Stats But Mana = 300(before 400)
Option 2: @ lvl 5, Same Stats and Mana(400) but increased Duration = 15 seconds.


*A lvl 17 skill should be useful. It burns alot of mana and by tweaking it a little bit, IT won't be much overpowered but simply balancing the skill."

Please put it into consideration.
trulyem no ha iniciado sesión   Reply With Quote
Old 07-25-2010, 01:59 PM   #277
Barya
Apprentice
 
Join Date: Apr 2010
Posts: 68
Barya is on a distinguished road
Default

Quote:
Lightning Strike(Warriors)
Ah, i dont think proposed will fix whole spear branch.
There also not working "brain piercing", "impale" and "reapost" spells.
Barya no ha iniciado sesión   Reply With Quote
Old 07-25-2010, 03:23 PM   #278
doppelapfel
Baron
 
doppelapfel's Avatar
 
Join Date: Nov 2009
Location: Berlin, Germany
Posts: 715
doppelapfel is on a distinguished road
Default

Quote:
Originally Posted by Barya View Post
Ah, i dont think proposed will fix whole spear branch.
There also not working "brain piercing", "impale" and "reapost" spells.
Ripost isnt that bad, many warriors kick down their enemy anyway so the casttime doesnt destroy the spell completly. Spells cancelled by brain piercing should get the full cd and impale, well, it has been a stupid spell as long as i play but many warriors used spears. Fixing brain piercing and lightning strike is most important ime.
I like the -30% movement speed but i think the duration should be 15 secs. Knock down is a much better effect and typhoon lasts 8 secs so why should lightning strike last only 5?
doppelapfel no ha iniciado sesión   Reply With Quote
Old 07-25-2010, 08:57 PM   #279
Barya
Apprentice
 
Join Date: Apr 2010
Posts: 68
Barya is on a distinguished road
Default Reapost

Quote:
Originally Posted by doppelapfel View Post
Ripost isnt that bad, many warriors kick down their enemy anyway so the casttime doesnt destroy the spell completly. Spells cancelled by brain piercing should get the full cd and impale, well, it has been a stupid spell as long as i play but many warriors used spears. Fixing brain piercing and lightning strike is most important ime.
I like the -30% movement speed but i think the duration should be 15 secs. Knock down is a much better effect and typhoon lasts 8 secs so why should lightning strike last only 5?
In my thought if attacked is near in cast beginning and wasted cast time on reapost - effect should be applied anyway, how aimed player can run out of fight? Thats main problem with many spells, attacked remains stay as fool when target run away. If this, so make other spells be possible to run from - for example warlock's fire ball - if you change position - it missed.

Running away from spell is equal spell interruption (with beetle swarm for ex) - caster loose time. But why its equal? How to run from heavy strike by spear in reality?

Last edited by Barya; 07-25-2010 at 09:14 PM.
Barya no ha iniciado sesión   Reply With Quote
Old 07-26-2010, 11:52 AM   #280
doppelapfel
Baron
 
doppelapfel's Avatar
 
Join Date: Nov 2009
Location: Berlin, Germany
Posts: 715
doppelapfel is on a distinguished road
Default

Quote:
Originally Posted by Barya View Post
In my thought if attacked is near in cast beginning and wasted cast time on reapost - effect should be applied anyway, how aimed player can run out of fight? Thats main problem with many spells, attacked remains stay as fool when target run away. If this, so make other spells be possible to run from - for example warlock's fire ball - if you change position - it missed.
You can interrupt lock spells by running out of range or behind an object.



Quote:
Running away from spell is equal spell interruption (with beetle swarm for ex) - caster loose time. But why its equal? How to run from heavy strike by spear in reality?
I can imagine that it takes some time to move a big 2 hand spear, can you imagine how heavy they are? It should be possible to evade those hits by moving.

Anyway, i didnt say that i would not agree with buffing it, i just said that it is not useless atm.
doppelapfel no ha iniciado sesión   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 07:20 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2025, vBulletin Solutions, Inc.
NGD Studios 2002-2024 © All rights reserved