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Old 02-01-2014, 07:27 AM   #21
Absorption
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Quote:
Originally Posted by errei View Post
they are smart enough to remove a few PPs if they do some change as that
hahahahahahahahahahha
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Old 02-01-2014, 07:49 AM   #22
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Please nerf dual wielding so I'm not forced to use this crap
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This game is too easy

Last edited by GrimNightfall; 02-01-2014 at 08:25 AM.
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Old 02-01-2014, 08:01 AM   #23
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About the DI problem
I believe if buffs were visuall and you could know that certain players are under DI
it would already do much good.
out of visuall range -> enter visuall range -> no visuall buffs
DI needs to be visuall for whole duration
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Old 02-01-2014, 08:45 AM   #24
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Quote:
Originally Posted by Awrath View Post
The first is the current armour system.

The second step that needs to taken is getting rid of shared spell trees.
Do not change anything until this is done.

Once those 2 points are fixed, then we can start about balancing.
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Old 02-01-2014, 08:50 AM   #25
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Quote:
Originally Posted by Rising_Cold View Post
About the DI problem
I believe if buffs were visuall and you could know that certain players are under DI
it would already do much good.
out of visuall range -> enter visuall range -> no visuall buffs
DI needs to be visuall for whole duration
This implies to fix issues Enio's was talking about back to 2009:
http://www.championsofregnum.com/for...12&postcount=5

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Old 02-01-2014, 09:06 AM   #26
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Quote:
Originally Posted by Wi3ld View Post
Camouflage: A lot of hunters pimp their equipment out with CS these days (not all, so don't flame me). Why? Because casting camo is quick. All they have to do is use their increase speed, sneak behind a rock and they are gone. Increase the casting time on this, please.
Imo adding after-attack timeout to camo (like with mounts) would fix this problem. Increasing casting time is ok too :P

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Originally Posted by Wi3ld View Post
Stalker Surroundings: It is possible for a hunter to stay invisible 100% of the time pretty much. After Camouflage ends, stalker should have a cool down before it can be used, to prevent becoming a ghost. For example, you must wait 10-15 seconds before casting camo, or stalker one after the other.
Make it require allies nearby, just like horn or head of the pack.
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Old 02-01-2014, 09:35 AM   #27
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I do not like to see spells nerfed beyond every usefulness as it happened before. Fix spells, balance them but not make useless. Think about new possibilities for the all this broken and useful spells we have now.

I will like to see this ones returned back:
- Tremor - was a nice spell and gived fun to conjus.
- Protection Dome - maybe was too OP before, but after the change it was simply useless.
- Escapist - back to old version - speed boost was so nice for archers.

Spells to be rethinked:
- Devine Intervention - maybe duration lowered so it should think of compromise before giving it to other class than giving to fellow conju. Or maybe make it self buff - this will be too radical.
- Mind Squasher - it is good and needed spell. Make it less spammable, make it possible to use 1-2 times per war as other powerful spells. Maybe 80 -120s cooldown is good.
- Darkenss - good and needed spell. Duration must be lowered at max 15s at level 5.
- Confuse - again perfect spell. Duration max 15s at level 5.
- Wind Wall needs a buff.
- Steel Skin needs to be back to 95%
- Mana Communion - make it 30 tick / 30 sec on level 5. So it is useful to regen allies for a short period of time.

- Conju War Master passives are too high in the tree. You need to cut off in defense and heals sometimes to get them. They can be switched with teleport for example. So mages get their stats boost which is OK, because they are pretty squishy, BUT to get teleport they need to make sacrifices.

Mage defense and damage need to scale of level 60. Right now mages are too squishy comapred to damage which damage dealers can make.

I tnink Nerfing Protection Dome back then made Sultar's Terror too powerful. Dome was a perfect counter spell of Sultar. So for me pre 1.0 powerful spells - powerful counters was a win - win scenario. If you manage to get a good spells with good counters this will make game perfect.
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Old 02-01-2014, 05:58 PM   #28
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Also, the WM spells needs to be looked at for virtually every class.

Marks 100% HC, immoblize spell is terrible.
Locks and Barbs don't use either the prickly-ivy-type spell or the -25% movement speed spell.
I don't even know what the hunter one is.
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Old 02-01-2014, 06:36 PM   #29
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Quote:
Originally Posted by TryHarder View Post
I don't even know what the hunter one is.
Horn of the wind and head of the pack. Hunter WM is the best. :3
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Old 02-01-2014, 07:45 PM   #30
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Quote:
Originally Posted by Awrath
The first is the current armour system.

The second step that needs to taken is getting rid of shared spell trees.
This is the main reason the gameplay looks so fucked up.

Since Warmasters add-on there is no scaling of armors vs damage.

People that wear boss gears and legendary weapons are not scalled at all vs normals people ,the difference is huge compared back in days ,wile a normal marksman deal 100 dmg a boss geard player deals a normal of 600 dmg.
In same way for barbs also ,or knights ,or hunters with cold blood etc..

Also is the same for armor system ,on some armors is a ridiculous damage deal of 80 dmg on hunters armors full with enchants ... the same is for all classes ,ridiculous huge difference ...

Before of all scale armor and damage system ,i understand there you need to make players to buy this thinks ..but to be in exclusive god_mode_on is sucks ....

In my opinion most of spells are ok as they are ,the main troble is in armor and damage scaling system ...is absurd.
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