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Old 11-13-2013, 06:41 PM   #31
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Originally Posted by Frosk View Post
Hey all,

We're opening up this thread to share the changes and improvements that will be added as time goes by in the next version of the game.

As for now, the changes included are:

- Modified: The required capture time to unlock Relic Cages at Forts and Castles has been reduced to 15 minutes (previously 30 minutes).
This way, we expect to make the whole relic stealing process a bit more simpler, as well as to have it occur more often.

- Fixed: Relics now, when falling on the floor, go back to their last location instead of their original altar.
With this change, we look forward to avoid players intentionally placing Relics in locations that are easy to reach, but impossible to come back from.

- Fixed: Mana Pylon cannot accumulate more than 2500 Barrier points; preventing even the possibility to generate an infinite stack of Mana Pylons on a character.
Since this was an error present in the game from a long time ago, it is quite possible that having it fixed affects the general combat balance.

Keep in mind that this thread will continue receiving updates until it goes live (which will happen in approximately 10 days), so we recommend you to read it periodically.

Best,
First post updated!
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Old 11-13-2013, 06:42 PM   #32
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Originally Posted by Chrysalis View Post
I noticed that there is block on relics now on Haven, reported 10am - 5pm GMT. Our realm is also devastated so the normal group(s) can't do Dragon. Nobody wants to attack (or defend) a fort since we can't get relics, and others can't do dragon = BORING, so everybody "logs off".
Kinda stupid thing, really...

Reds invade mostly european nights and evenings and when alsius (can't say it for syrtis) had the change to invade reds and get the gems back would be at europian mornings. With this change no chance at all, Alsius will be most of the time without gems, without relics and without dragons ^^

I'd bet on Ra it's not a problem at all, since the applied relic block doesn't affect the gameplay much because the vast majority is sleeping then...
Too bad NGD always thinks for RA and always forgetting about the smaller servers such as Haven.

Another bad move, again .
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Old 11-13-2013, 07:34 PM   #33
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Originally Posted by Frosk View Post
- Fixed: Mana Pylon cannot accumulate more than 2500 Barrier points; preventing even the possibility to generate an infinite stack of Mana Pylons on a character.
Since this was an error present in the game from a long time ago, it is quite possible that having it fixed affects the general combat balance.
I like this. Maybe my marks will be able to do a little damage at forts now. Doubtful, since knights buffs/auras+MP is still going to be impossible to get through for anyone besides barb, but at least its something.
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Old 11-13-2013, 07:45 PM   #34
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Originally Posted by GrimNightfall View Post
This game will never achieve perfect balance, some classes excel at certain situations while they are pitiful in others. The only way to achieve balance is to give all 6 classes the ability to do everything (heal, tank, deal damage) which is not what I would like to see happen.
I agree barbs should be nerfed, but what happens when they do? Another class will be nerfed after because that class is now the overpowered one. It's an endless cycle that can't be stopped IMO.
I'm not saying NGD should strive for perfect balance, but nerfing barb damage and their defense a little, or making them sacrifice their defense for damage cougholdbezerkcough will help balance the game without making another class OP. Marks range should be reduced, they should lose strategic position, RA needs to be changed back to how it was, BoW, Ambush, etc. need to cost less mana because of the nerf awhile back. Hunters should receive SP, ensnare should be -10% instead of -15% (imo). Almost all CCs need to be nerfed in duration and mana fixed accordingly. Etc.etc. doing the right amount of buffing/nerfing to each class will help balance the game a lot more than it is now, and, even though one class will still be OP, it won't be like it is now where 1 class has the fastest (shortburst) speed, the 2 best CC resist spells in the game, the 2nd best defense, the best damage by far, and crazy CC chaining ability and duration. Why does one class have all this?

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Originally Posted by Hollow-Ichigo View Post
Hunter defence would be too good and people will cry because they dont die fast enough.
People complain about conj having SS/MB, Knights having passive a01 that only barbs can dmg through (or marks with boss jewels, but they hardly dmg), so it is only right that hunters have defense that people complain about.

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Originally Posted by esptupac View Post
maybe give hunters more spell options and less speed so they would stop kiting with mobility wild spirit and ensnaring all day long which is fucking retarded. and btw conju is the most op class in the history of regnum and ndg hasn't really touched that class compared to others because conju's primary function in war has always been support and nobody would complain about a doctor staying behind the front lines right? unlike warlock being an offensive class, every single spell that stands out in combat even just a tiny bit gets nerfed because ppl get killed and they complain.
All classes except mages need more spell options in general, especially archers. I don't get what you are trying to say about conjs...and are you seriously trying to argue that locks CCs (and CCs in general) don't need to get nerfed? Chaining spells so that your opponent cannot fight back is retarded and boring.
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Old 11-13-2013, 07:59 PM   #35
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Originally Posted by Kimahri_Ronso View Post
Reds invade mostly european nights and evenings and when alsius (can't say it for syrtis) had the change to invade reds and get the gems back would be at europian mornings. With this change no chance at all, Alsius will be most of the time without gems, without relics and without dragons ^^

I'd bet on Ra it's not a problem at all, since the applied relic block doesn't affect the gameplay much because the vast majority is sleeping then...
Too bad NGD always thinks for RA and always forgetting about the smaller servers such as Haven.
Exactly, although the blocktime was discussed with gamesamba, so Im blaming gamesamba for this one,
they even play the game.. on haven, yet they didnt figure this one out
its terribly boring and when i check skypechat i see friends who would normally
play during those hours talk about how boring it is and which game to play..
seriously, that block has to be looked at
preferably removed.
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Old 11-13-2013, 08:00 PM   #36
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Originally Posted by AnonymouslyAnonymous View Post
...and are you seriously trying to argue that locks CCs (and CCs in general) don't need to get nerfed? Chaining spells so that your opponent cannot fight back is retarded and boring.
Every class can make CC chains. Barbs with kicks/roars, knights with kicks/feints, archers with ambush/stunning fist/ds...
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Old 11-13-2013, 08:05 PM   #37
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Originally Posted by AnonymouslyAnonymous View Post
especially archers. I don't get what you are trying to say about conjs...and are you seriously trying to argue that locks CCs (and CCs in general) don't need to get nerfed? Chaining spells so that your opponent cannot fight back is retarded and boring.
the reason most locks resort to frustrating cc chains is imo the lack of damage which especially in rvr is
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Old 11-13-2013, 08:14 PM   #38
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Originally Posted by Slartibartfast View Post
Every class can make CC chains. Barbs with kicks/roars, knights with kicks/feints, archers with ambush/stunning fist/ds...
hurrdurr lrn2rd
"CCs in general"
"Almost all CCs need to be nerfed in duration and mana fixed accordingly"

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Originally Posted by GreekFireborn View Post
the reason most locks resort to frustrating cc chains is imo the lack of damage which especially in rvr is
Yea, locks need direct damage spells instead of relying on DoTs+CC chains the whole fight. And Wind Wall needs to be buffed ofc.
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Old 11-13-2013, 08:31 PM   #39
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Originally Posted by Frosk View Post
Hey all,

We're opening up this thread to share the changes and improvements that will be added as time goes by in the next version of the game.

As for now, the changes included are:

- Modified: The required capture time to unlock Relic Cages at Forts and Castles has been reduced to 15 minutes (previously 30 minutes).
This way, we expect to make the whole relic stealing process a bit more simpler, as well as to have it occur more often.

- Fixed: Relics now, when falling on the floor, go back to their last location instead of their original altar.
With this change, we look forward to avoid players intentionally placing Relics in locations that are easy to reach, but impossible to come back from.

- Fixed: Mana Pylon cannot accumulate more than 2500 Barrier points; preventing even the possibility to generate an infinite stack of Mana Pylons on a character.
Since this was an error present in the game from a long time ago, it is quite possible that having it fixed affects the general combat balance.

- New: Merchant NPC added to the city of Altaruk, in the realm of Ignis. This npc's name is Ireth Galathill.

Keep in mind that this thread will continue receiving updates until it goes live (which will happen in approximately 10 days), so we recommend you to read it periodically.

Best,
Game notes updated! (Changes highlighted in red)
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Old 11-13-2013, 08:33 PM   #40
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Game notes updated! (Changes highlighted in red)
Can Syrtis get a CS merchant please?
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