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Old 07-07-2011, 05:49 PM   #11
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Quote:
Originally Posted by Awrath View Post
... so a barb can solo 5 people and still win! ...
Isn't already the case ?
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Old 07-07-2011, 05:58 PM   #12
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Quote:
Originally Posted by Zas_ View Post
Isn't already the case ?
nope cause 5 players are normally:
2barbs
2marks
1random
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Old 07-07-2011, 06:24 PM   #13
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Quote:
Originally Posted by chrisuf View Post
lol, i know the solution is, make um 100% and passive give barbs 55 range and ...

no seriously their are classes that are hurt harder by that than barbs *cough* warlock *cough*. funny that 1 with a lvl 57 warlock finds it great that warlocks should have 0% chance to resist ccs as long as no wm is around.
Too bad a marksmen can't out dizzy/stun/knock a warlock, oh wait. Every class has a resistance spell, yet you prefer the luck system. It's understandable that people like this luck system, because it makes fighting so much easier. If you land the first dizzy, you deserve to win. not a Scenario like this:

"I've been hit by meteor, 7 seconds dizzy, oh well... I'll resist will domain and win!, even though I am not using buffs."

I've played every class during my duration of my time here, nothing is more annoying than losing a fight you should have won BUT you don't because of the enemies luck in ONE skill resistance. All it takes is one skill to lose. Unless the enemy misses too, then you have the advantage until he/she resist... which is a chain of utter bullshit to be quite honest.
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Old 07-07-2011, 06:38 PM   #14
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Quote:
Originally Posted by bois View Post
I read it pretty well. You can harp on my mentioning evades and blocks yet ignore the fact that I did mention resists as well. You can also ignore the fact that NGD toned it waaay down from what it used to be.

....
I was directing that at the three above you. Your posts are always well thought out and I appreciate your opinions.

Three of my fights today were decided by these bs resist. First I was fighting a lock and a knight. Toward the end of the fight I had the lock dizzy and was going after him but the knight was close behind. I roared the knight and he got one of these bs resists and killed me moments later. If not for that I could have very well won. My next emample I was riding around on my horse when I spotted a small hunting group after me consisting of a hunter, conju, and a lock. Now granted I could have just rode away but I am not one to shy away from a fight even if I know I will lose. Maybe I can kill one forbore going down or at least make a good show of it. So I hid waiting for them to get in all close and I got my chance. I sprang at the two that were together, the lock and hunter. I roared them and the hunter got a random resist, went into sotw and I failed to get my one kill I had hoped for. Now if he had not resisted I am prety confident I could have killed the conju and put up a decent fight against the other two less their conju. Now if he had resisted due to casting sotw before I roared I would have no complaint.

My point is that these resists affect the outcome far too often. More than 50% of my fights are decided by these random resists and this is far too much imo. A players skill should decide the outcome more times that not. Sadly I feel this is not the case.

Last edited by Droc; 07-07-2011 at 06:59 PM.
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Old 07-07-2011, 07:12 PM   #15
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Quote:
Originally Posted by Aries202 View Post
Too bad a marksmen can't out dizzy/stun/knock a warlock, oh wait.
i hope that was sarcastic cause a marksmen that can't dizzy/stun/knock a warlock till the lock is dead and keep him at a distance the lock can't hit him should proly quit.
Quote:
Originally Posted by Aries202 View Post
Every class has a resistance spell, yet you prefer the luck system.
Did you ever play a lock? guess not cause warlock are the only class that don't have such a res spell.
Quote:
Originally Posted by Aries202 View Post
It's understandable that people like this luck system, because it makes fighting so much easier. If you land the first dizzy, you deserve to win.
so haveing a better ping or range is skill for you? made my day. if that's your point than there should be just 1 class and that's a marksmen.
Quote:
Originally Posted by Aries202 View Post
not a Scenario like this:

"I've been hit by meteor, 7 seconds dizzy, oh well... I'll resist will domain and win!, even though I am not using buffs."

I've played every class during my duration of my time here.
wait you played a lock? great and you didn't find out lock have no cc resi spell?
oh and for the scenario, running 10 meters and casting will domain is faster than meteor as long as you don't have uber cast time gear.
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Originally Posted by Aries202 View Post
nothing is more annoying than losing a fight you should have won BUT you don't because of the enemies luck in ONE skill resistance. All it takes is one skill to lose. Unless the enemy misses too, then you have the advantage until he/she resist... which is a chain of utter bullshit to be quite honest.
this would be right as long as not every class has a counter to cc and warlocks but the warlock himself. so a warlock without a wm for banner is just dead meet. is that what you want? ok a warlock could use curse but that has range 25 and won't therefore work against any ranged toon.
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Old 07-07-2011, 07:13 PM   #16
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Quote:
Originally Posted by Droc View Post
My point is that these resists affect the outcome far too often. More than 50% of my fights are decided by these random resists and this is far too much imo. A players skill should decide the outcome more times that not. Sadly I feel this is not the case.
Actually, I think the problem here is that one CC (roar) is deciding the outcome of the battle.

Yes, there can be some skill involved in landing it; but once it's cast, whether or not it is resisted decides the battle. This is more a general problem of overpowered CCs.
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Old 07-07-2011, 07:29 PM   #17
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My apologies Droc. I am allergic to monkey turd you see. I think I will look at that anger management thread again .

I still would like to have some info on resistance and exactly what affects it. We have people here who have suggested that it works a specific way but nobody knows for sure.

Which class innately has more resistance than another ? Do we really know if this is the case? What about spell focus? Intelligence and concentration , how do these if at all define resistance and ability to land spells? These are questions that have been here since the dawn of the game. Maybe the original players know but I for sure do not. CC is an issue but really , players should be given an opportunity to make builds that modify their base resistance like they do with passive resist (damage reduction) dexterity and so on. If I have spell focus , intelligence and concentration gear I should know exactly what that means to my build. It should show on my character sheet as well.

NGD has always shied away from even giving the most basic of answers here. They practically ignored it in 'ask NGD'.

BTW : lock does need a resistance type defence spell. If curse worked for you Chrisuf I am happy . That one still gets me killed

Last edited by bois; 07-07-2011 at 07:39 PM.
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Old 07-07-2011, 07:29 PM   #18
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Quote:
Originally Posted by Aries202 View Post
It's understandable that people like this luck system, because it makes fighting so much easier.
Oh lol non-sense that i ever saw.. ))))))

-Luck is luck dude...luck means chances are on both side...
-100% chances on a side means absolut victory.....

% chances it's much more diferent != like 100% chance...

Maybe ppl want to think more realistic this way.....

Imagine 3-4 barb that cast howl 5 and roar 5 on a zerg at 100%...what you think will happen?!?!?!!

Imagine any kind of area that disable complete...as sultar terror...even noone use them ...but can be used as mass knock ...and noone to be able to resist........

Ppl realy need to think a bit more large that a single situation that a PvP....
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Old 07-07-2011, 10:54 PM   #19
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50% chances aren't bad, the game just needs to be designed for stuff like this. Meaning: No spells with 52342seconds cool down that are frustrating to either the attacker or the victim no matter what, no imbalanced CC effects. 3-4 seconds knock down max., etc. 50% block chance is absolutely no problem then.

Right now chance stuff in Regnum is rather a duck tape "fix" for overpowered spells. You don't notice them that much, because you can still win against those spells with some luck. See above, HidrA describes very well what luck in Regnum is - and that's at the same time what it should NEVER be.
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Old 07-08-2011, 01:50 AM   #20
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While some randomness is important to adaptive gameplay, it has been ridiculous lately.

Several times per playing session I have 75% of those hit by roar resist it, even lower-levels who "supposedly" have much lower intelligence so my conc-based spell focus should have won out.

There needs to be some kind of cutoff or bell-curve or something.

Roar and howl for example, (and kick which I've unskilled), seem to get resisted more often than not.

I dont mind the fights where one or two things get resisted. It's the back-to-back, resist, resist, resist BS that drives me mad. I often have mages (locks especially for some reason), resist every single cc I try to use on them.

But whatever, keep on truckin'
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