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Old 03-09-2012, 03:11 AM   #31
Latan
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Quote:
Originally Posted by bois View Post
...I would go just slightly further and add to your idea...
i've proposed a lot of changes that could improve the gameplay (in my eyes ofc) like increasing to 2x for every class the multiplier that main attribute gives to normal hits damage (this could improve a bit the damage output of hunters), rising a bit the barbarian's damage lowering the AS (something like passive +20% dmg increase instead of 15% weapon damage increase, activable berserk +50/60% weapon damage and -15% A.S., remove fulminating [barbarians really don't need it], improve colossus [activable] with something like +100% str and an armor malus [-20/30%], remove passive resistances from weapons giving some extra protection with UM...something like 15% physical and magical resistance while under the UM effect) but every single proposal we make in the suggestion subforum isn't took in consideration.

we don't have a roadmap.
we have a balance work left after few steps.
we don't know what ngd think about hunters, mages' spells with fixed amount of healing/damages, knights' capability of tanking/stay in range, barbarians' damages, attack speed and defence.
we don't know if someone read the suggestion forum (someone could simply reply once a week...).
we don't know what ngd think about spells that scale in a wrong way (offensive stance -95% armor, -100% evasion, +5% damage? LOLWUT?)

if someone THAT REALLY KNOWS HOW TO PLAY THIS GAME would read the suggestion forum, would surely find a lot of garbage, but also A LOT of nice ideas to improve the game. the real point is that we don't have a staff' feedback so most of experienced players who could give their contribution, simply avoid to waste time writing something that usually isn't even read
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Old 03-09-2012, 01:56 PM   #32
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Quote:
Originally Posted by Latan View Post
i've proposed a lot of changes that could improve the gameplay (in my eyes ofc) like increasing to 2x for every class the multiplier that main attribute gives to normal hits damage (this could improve a bit the damage output of hunters), rising a bit the barbarian's damage lowering the AS (something like passive +20% dmg increase instead of 15% weapon damage increase, activable berserk +50/60% weapon damage and -15% A.S., remove fulminating [barbarians really don't need it], improve colossus [activable] with something like +100% str and an armor malus [-20/30%], remove passive resistances from weapons giving some extra protection with UM...something like 15% physical and magical resistance while under the UM effect) but every single proposal we make in the suggestion subforum isn't took in consideration.

we don't have a roadmap.
we have a balance work left after few steps.
we don't know what ngd think about hunters, mages' spells with fixed amount of healing/damages, knights' capability of tanking/stay in range, barbarians' damages, attack speed and defence.
we don't know if someone read the suggestion forum (someone could simply reply once a week...).
we don't know what ngd think about spells that scale in a wrong way (offensive stance -95% armor, -100% evasion, +5% damage? LOLWUT?)
Again, all good ideas. Such ideas would revolutionize the barb class. The barb desperately needs some toggle spells to stop the incessant buffing cycle.
What I realize is that it takes a gestation period of about 2 years for any player idea to hit the game in some fashion. So , anything you post here today (if you are lucky) will probably show up in ~2014.
Quite often stuff will never appear. This is because Regnum is no longer an "indie" game. NGD believes it has the intellectual resources in the company and all internal ideas will be superior in every way to "dumb uninformed player suggestions".

It won't affect me as I consider this forum my morning entertainment while I have my breakfast. To dream up new ideas simply keeps my mind sharp. Mental exercises if you wish.
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Old 03-12-2012, 01:24 AM   #33
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Yeah, we need a roadmap. Don't know why NGD doesn't give us one.
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Old 03-18-2012, 03:33 PM   #34
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Guys since we (Knights) lost the Spring ability we are no longer able to hunt in fact. Hunt means ( for me ) to find a same strong guy hopefully in same class and call him to a pvp. well its me, but else the hunt is when you going to find someone and have a great fight with. Not when you distrub low level players that trying to grind, and kill em in 2 shots. Its free rp, thats other stuff.
I dont really suggest you to use Knight for hunting.
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