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General discussion Topics related to various aspects of Champions of Regnum |
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07-01-2011, 07:49 AM | #1 |
Banned
Join Date: Mar 2009
Location: Cheshire, England
Posts: 219
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where are we going??
ok so am i the only one wondering where the hell is NGD going with the game mechanics?
I for one would like some insight because it seems things are getting really messed up |
07-01-2011, 07:52 AM | #2 |
Baron
Join Date: Oct 2009
Location: Somewhere where grinding does NOT exist
Posts: 822
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I'm not wondering about mechanics, more about game, like the retarded boats, class balance, now useless WM tree, etc etc.
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07-01-2011, 09:20 AM | #3 |
Banned
Join Date: Sep 2009
Location: The Netherlands 8-D
Posts: 653
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The only new thing I like about this update is that when you get of your horse you can walk...
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07-01-2011, 10:24 AM | #4 |
Master
Join Date: Aug 2007
Posts: 303
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It seems to me like many who have warmasters don't like the update and almost everyone else rather likes the update. Overall I like the update. But it's a bit too early to tell if devastated realms is a good idea.
We can probably almost all agree that warmaster spells were overpowered in version 1.7.5. It needed a nerf. Let's wait and see how many warmaster still use the "useless" WM tree |
07-01-2011, 01:15 PM | #5 |
Master
Join Date: Jul 2008
Location: Paradise
Posts: 306
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Yeah, about that useless tree..
Thats like saying your 200+ damage bonus on your bow got nerfed to 150+ and say it's useless cause its not nearly as overpowered anymore. |
07-01-2011, 01:17 PM | #6 |
Initiate
Join Date: Aug 2009
Location: Australia
Posts: 108
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Today we actually had......a bridge fight and a forrest fight and without becons
I havnt had so much fun in ages. |
07-01-2011, 01:26 PM | #7 | |
Count
Join Date: Jun 2009
Location: France
Posts: 1,024
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Quote:
I still find warmasters features bad, but since 1.7.6 they are even more useful: - teleports can be used more tactically (keep them and use them after thinking) - offensive beacon 70% resist is still bad imho, but not worse than 1.7.5 versions - horn's spell is somehow nerf in speed bonus 25% vs 30% but the "must have an ally" requirement is just stupid: a warmaster alone can't stand a chance vs 2 wms. Overall, the less those spells are used the best it is I would have preferred a full rollback of warmasters update... 10 kg wm gauntlets -> the most stupid thing ever, did you try to use a bow with 5 kg at the end of each arm ?? I guess it is called Fantasy
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07-01-2011, 01:30 PM | #8 |
Count
Join Date: Nov 2008
Location: Trinidad and Tobago
Posts: 1,194
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I have no issue with the nerf to warmaster spells. (I am a warmaster).
To my mind, the first implementation really ruined what quality gameplay we had left. The game had no tactic, half the tactical spells were disabled and it came down to a key mashing contest with the most damage (or bacons) wins. It needed correction. The hippity hop teleporters did not bring anything to the table either. Horn is onslaught reloaded. I mean they could have just adjusted onslaught to suit. I mean the excuse for onslaught nerf was that it was not meant to be taxi. But here we have horn which has no damage but is faster ,longer than onslaught ever was and single user capable. The devastated realm will need testing, we can have suspicions but we will not be sure till it gets a run. These nerfs had to come. The game play was becoming retarded in an all new sickening way. Hopefully, they can focus on some balance of classes and mechanics now, hopefully with another look at that WZ save issue. But, with NGD you never know. (yeah I know its the art dept.) http://imageshack.us/photo/my-images...062715440.jpg/ http://www.evilchili.com/videos/7171..._Robot_Chicken Last edited by bois; 07-01-2011 at 01:50 PM. |
07-01-2011, 02:50 PM | #9 |
Banned
Join Date: Sep 2010
Location: Łódż, Poland
Posts: 70
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07-02-2011, 08:48 AM | #10 |
Banned
Join Date: Dec 2007
Location: Poland
Posts: 489
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