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Old 02-11-2014, 03:57 PM   #81
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Quote:
Originally Posted by Hollow-Ichigo View Post
Never heard of this bug or seen that happen, but weapon switching helps a lot in fights
It isn't about switching weapons during fights, but switching armor or jewelry (which doesn't make sense) during fights, and switching weapons during spell casting.
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Old 02-12-2014, 01:39 AM   #82
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Quote:
Originally Posted by Zas_ View Post
I agree on this, it doesn't make sense to be able to swap gear during fights.
And while at it, do not allow to swap weapons during spell casting.
That means if we are using a lb, we cant switch to sb for combos
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Old 02-12-2014, 02:38 AM   #83
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Quote:
Originally Posted by AnujAJ View Post
That means if we are using a lb, we cant switch to sb for combos
Suggested by a hunter who doesn't even use a shortbow, as well as getting owned by me because I have an OP one. pr0
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Old 02-12-2014, 03:55 AM   #84
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i dont understand why ppl are considering suggest disabling armor-changes when critical subjects as boss-jewelry calculations, mindsquasher and winter stroke cooldown arent getting so much notority.
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Old 02-12-2014, 06:19 AM   #85
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Quote:
Originally Posted by errei View Post
i dont understand why ppl are considering suggest disabling armor-changes when critical subjects as boss-jewelry calculations, mindsquasher and winter stroke cooldown arent getting so much notority.
>critical change
>winter stroke cooldown

pick one.
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Old 02-12-2014, 10:47 AM   #86
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First, balance is really good as is. Do changes with moderation and try avoid mistakes like offensive beacons.

Items.....

Massed boss gear do hit hard. But its really tricky to get a full set and they are the top notch items in the game and should have stats as such.

I prefer the suggested adding of new items bridging the gap from quest stuff more than nerfing the existing ones.

Warriors....
Make TFB just work with two handed weapons. And you may add range 1 to them all as well. This would slightly nerf barbs and make 2 handed weps have a use as well.

I leave the duration of roar as is, barbs need to get close and roar can be used for a single barb attacking multiple enemies in a daring attack, lets keep that possibility.

MS, I see no wrong with this really, if you nerf it blunt tree will need a boost.

Knights, well can't see anything in need of a fast fix with em. Leave em be for now.

Mages.....
The fixed dmg of spells is a nerf from lvl 50+ but a boon at lower lvls. Adjusting dmg after int will hurt low lvl mages and benefit high lvl ones.

That said direct dmg spells need a boost and a lot of the debuffs spells are hardly in use other than for killing bosses, it be cool if they could have a wider use.

SM, make this a option, either add some solid dmg to the wm staffs or make the new dragon staffs suited for it.

Buff all lock area attacks and make protective dome the main counter.

Archers....
cb + ensnare gets op with boss stuff added, hunter is very gear dependent but I dunno if its a problem really. After all you want us to be chasing better stuff all the time

Marks are fine I like the range and the cd´s, they are hard to catch but the greater the joy when you do. RA malus works fine too, as intended I say.



Conclusion...... (some a bit of topic, sorry)
- Don't overdo changes
- Let the classes be different, there is a dynamic were you set for rvr/zerg in the most specialized role u can (conju, full support) and if u want hunting/pvp you need a more varied set (conju, more mentals), this is cool.
- Don't listen to idiots
- Don't put effort in statues hidden away were no one will ever go, statues should be placed at central points! As decoration on bridges LOTR style )
- Thanks for all the effort!

Best regards

/A
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Old 02-12-2014, 03:46 PM   #87
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Quote:
Originally Posted by -Aniara-
...
I agree with nearly everything he said. Especially about Warriors. Strong CrowdControl is a crucial part of why the sieges are not a matter of killing individual people, but playing as a group - do not nerf them and make conjurers less important. This is also of relevance, here.

There have been more suggestions in this thread that I agreed with, but those Aniara has pointed out were those that were most important to me.

I have some additional remarks on Aniara's post, one idea for giving assisting conjurers more options at sieges and one extra plea for general RvR-balance.

Giving Warlocks a more significant role again:
Most Aniara said about warlocks is pretty fine, but I would not add all the suggested things. This is what I would find a balanced improvement for the warlocks' significance at sieges, although maybe only a few of these should be realised to keep the boosts in control:
  • This post [not necessarily the full thread] should be taken into consideration. AoE-debuffs [One reducing damage, and one defense, to counter knight-auras] in combination with a slight improvement of AoE-CrowdControl would improve the warlock's value at sieges to a justifiable level again. A possible addition would be reintroducing a nerfed version of Tremor, but for warlocks [If this were to happen, I, as a conjurer, would consider DIing knights to secure their auras. I am sure that would be appreciated]! =)
  • Sultar's Terror should have one or two seconds added to its duration - at least at the lower end.
  • The damage of direct spells should be raised slightly, but mainly for AoEs, so the PvP damage is not affected too much by this.
  • StaffMastery should indeed be a more valid option for the warzone.

Adapting Conjurers' range to the fortresses:
All assisting spells of mages should have their range increased by 5. That would set all ranged healing to 25, while DI, Buffs and Dispel would be at 30.
This would enable us to heal people very close to forts or practically glued to the castles, and Dispel/DI people at comfortable distances.

I have been missing this eversince the new forts were introduced. Setups that [aside from the basics] do not focus on on Auras and the necessary defenses to charge with the melees are practically useless for defending fortresses.

Quote:
Originally Posted by Myself, but likely irrelevant
Aiding players at not messing up each other's gameplay:
If it actually exists, please remove the 3 aura limit! [< See third paragraph]
Knights are already very unorganised with their auras, and the possibility of hindering their effectivity as a conjurer is messing up my tactics. Everyone already has to adapt their actions to the enemy. Please rid us of the fear of even standing in the way of our allies!
EDIT #2: I just remembered that 1.6.3 also brought the main Knight-AoE-defenses as "Activated", so I suppose this problem is only limited, nowadays, since there are only five auras in the game, and people only actively use four of them, but even more so, it would make sense to remove the 3-aura-limit, if it was still there.

EDIT:
Necessary remark about the post below mine:
My conjurer's spells' power is strong enough for it to be very effective. If you enhance the mangnitude of our heals even more, the class will be way too simple to play. I would prefer to have this remain a question of skill, please. +1000 health every 20 seconds, in addition to Life Saviour, certainly is enough!
[Granted, Greater Healing, as the only exception from this, is not a usable spell for me, so a cooldown-decrease to actually make this an option could be interesing.]
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Old 02-12-2014, 07:14 PM   #88
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Balance needs to go deeper than redoing spells at this point. That only worked at the 50 cap.

Problem is the game never changed to fit the 60 cap increase. There's basically no difference in skill tree's and you don't really sacrifice anything anymore.

We have one extra skill-tree, but only for WM but even that doesn't use discipline points.

Bring back unique builds with lack of points. If you make the WM tree an actual tree to spend points on, you will see more different builds and less level 5 CC's.

A 60 char has access to a lot of spells, when it wasn't the case for 50, you had to sacrifice between being full blown damage or a mix of something.

Example, a warlock would have to be a terror one or a MoD one, or even both but would sacrifice mental tree and a lot of other things.

Bring that back, then work with what needs to be balanced out.

As for Class Balance:

I don't want to get into every spell or change classes need but I'll keep it basic.

Why is it that a marksman have better defense than a hunter, while also having more CC's than a hunter.

- BoW(Burst of Wind) it lasts too long on level 5, ever tried getting in range of a marks, while he/she is hitting you for 200+?

- Darkness lasts too long, 40 seconds is a joke for a spell of that caliber. typically that spell in a fort fight will get anyone killed who is casted on, along with ms. If you're darkness'd you assume you're already dead same goes for MS.

Two spells that can ensure death, and they're spammable.

As for knight, let us defend our allies better, give us ranged auras also that we can cast as a ranged attack. Nothing is worse than trying to keep up with your warrior buddies under def support. Make PA instant!

- Give us a spell that lets us take ally dmg onto ourselves for a short duration, let it replace that useless self heal wm spell. (someone suggested this before) but I think it'd be better if we were able to cast it on a single ally and let it be ranged, maybe a range of 8. I'd let you guys use your imagination if you follow up.

- Remove fulminating, any barbs that defend that spell are the reason why the game is the way it is. Nothing about that spell that just screams "easy-mode". We don't need that spell, I repeat, WE DON'T NEED IT.

- A barb can keep a group stunned for 10 seconds+ considering an average barb can kill a person in 5 seconds then follow up with rage of the earth, which again the duration is too long. (assuming it both works, we all know how shitty resists are). I don't think barbs need CC's that pass 6 seconds at all. At one point it was good for barbs to have some CC, but when they couldn't do all this burst damage in a matter of seconds.

- Warlock, this class hasn't been touched since the 60 increase when it comes to defense. (this comes back to the game never changed to fit the lvl increase) Barrier is a joke now, since a barb can break it in one hit, and some archer can in a few hits. Change something about that spell. Increase it to 2k hit points or something.

- Wind wall? Do I need to say more? It's useless and it's the second "defense" spell for a warlock.

Conjurs need a change up in heals also, right now Heal ally doesn't do anything, your ally will take up more damage by the time it's ready again.

As for MS there's no change you can do to it to make it better, in the end you'll make it the same thing or just useless, just remove it.

Now the home run topic.

DI'd Barbs, I think everyone has faced one, the spell benefits that class more than anyone. For about 10 seconds you can't do shit to them, unless you beat them down to death.

Few examples:

Warlock dealing with a rushing DI'd barbs, what can they do to avoid one. Absolutely nothing. For 10 seconds with UM and DI stacked, you can't do nothing but hope you outrun them(but a barb only rushes you if he can gain distance with spring) or hope a knight catches you with SW, or a conjur finds you in time.

DI needs to be changed duration wise. It can turn generally any class into a hard kill, and in a fort war, when there's various conjurs and various barbs, you have an unstoppable rush, unless of course they're MS'd or a um fails, but let's be honest, a group of barbs won't all have failed UM.

MS isn't the counter to DI'd players, cause if that was the case it would only work for people under DI, same applies for darkness.

As for boss jewelery, that's just a whole different topic on how they impact the game, and how little they impact mages, in fact they hurt mages more than anything because they don't benefit from it at all, but to only see 500 dmg logs from archers from 30 range, and 2k crits from barbs and the song keeps singing...

To conclude, all of these spell changes will be fine for a while, but their is still an issue, the game never changed for the 60 cap.
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Old 02-12-2014, 07:25 PM   #89
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WM skills should cost Power Points

And boss gear should be liked dragon gear in that it has different bonuses, depending on the class it is being used on.

Example for amus
Knights get +250 hp and +15% AP
Barbs get +250hp and 15% damage
Marks get +250hp and 200 mana
Hunters get +250hp and +30% damage
Locks get +250hp and 20% resist phys damage
Conjs get +250hp and 20% resist elemental damage

something like this. obviously those stats arent thought out.
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Old 02-12-2014, 07:58 PM   #90
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move winter stroke to tricks and give it a higher cd bring its range back to 30 and maybe make it so you have to have at least 3 ally's around you in oder for it yo be casted say 20mts range or something like that...so at least hunters can have a good cc to fall back on in war to help other people around him ect
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