08-14-2014, 10:17 PM | #251 | |
Initiate
Join Date: Dec 2008
Location: Land of the free, home of the slave
Posts: 109
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08-14-2014, 10:23 PM | #252 | |
Baron
Join Date: Feb 2012
Location: Nowhere
Posts: 765
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More feedback will be added later on.
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Suggestion Compilation! |The Story of Regnum! | L2MassResurrect Huntrare | Amelia Woodheart To play or not to play...
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08-14-2014, 10:25 PM | #253 |
Master
Join Date: Dec 2011
Posts: 479
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08-14-2014, 11:20 PM | #254 |
Count
Join Date: Aug 2009
Location: United Kingdom, England
Posts: 1,038
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What's wrong with doing this?
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08-14-2014, 11:39 PM | #255 |
Master
Join Date: Dec 2011
Posts: 479
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It can give you advantages such as movement speed, while never really get the disadvantages such as lower protection etc.
Not to mention that I think its rather rediculess switching leggings etc while moving or in a sword fight. You can carry lots of shit for practical reasons, but to actually have them available when moving fighting etc makes it much more real, since you dont just store them. |
08-14-2014, 11:54 PM | #256 |
Pledge
Join Date: Jan 2011
Posts: 42
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Thoughts regarding conjurer changes:
*Mind Blank: Cannot cast damaging powers. This makes confuse stronger against conjurers. If they have mind blank up and get hit with confuse, they can cast absolutely nothing for the entire duration of confuse. Since DI now has cooldown > duration, it is impossible to entirely prevent confuse. It would be nice if conjurers/mages got a spell that could be used dynamically to counter CC (similar to UM/SOTW/Precise Block) rather than just random chance with mind blank. If not, previous version with -80% damage was more balanced then this. *Heal Ally: Good change reducing to +700 hp, we will have to try some fights to determine the right values. I would also suggest improving greater healing. Either reducing cooldown, increasing area, or increasing hp. You've increased the strength of many damage areas, but healing areas remain the same. *DI: Increasing the cooldown doesn't change the strength. A barb with DI is still ridiculously hard to fight, it's just that fewer players will have DI. DI is only really needed because confuse hurts conjurers so much. Change confuse and change DI. Overall, the changes seem to be tending towards making conjurers into just heal spam bots standing far away from the fight, which is very boring. Mentals lets conjurers defend themselves and also actively influence the fight instead of just babysitting everyone's hp. Give conjurers changes that makes the game interesting and dynamic. |
08-15-2014, 12:10 AM | #257 | |
Apprentice
Join Date: Jul 2010
Location: Germany
Posts: 60
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You can use the advantage (high armor stats) with the disadvantages (limited access to stats) of one armor during "combat" and switch a whole set of equipment for example during ambush+coldblood (dragon set hunter) to get one additional cb shot, that deals a lot of dmg.
Same goes for almost any class, maybe except the knight. Quote:
But, as I suggested, I would like to see chances go and give the conjurer access to a spell like we suggested, even if it's at cost of the current mind blank |
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08-15-2014, 01:11 AM | #258 | |
Initiate
Join Date: Mar 2008
Location: country that invents hockey
Posts: 223
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08-15-2014, 01:21 AM | #259 | |
Master
Join Date: Jun 2011
Posts: 347
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Also, if possible can you fix this old bug somewhat related to it. http://www.championsofregnum.com/for...ad.php?t=87544 |
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08-15-2014, 01:43 AM | #260 | |
Initiate
Join Date: Sep 2007
Location: New York
Posts: 102
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Saerolyth|Nelaeryn|Celestial|Hollow|Kyrenis
WM barb WM marx WM conj WM knight 60 lock |
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