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General discussion Topics related to various aspects of Champions of Regnum |
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11-09-2008, 04:25 PM | #11 | |
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Dky Sven, level 54 knight (Ra) Valhalla Dky the Goat, level 35 conjurer(Ra) Dky Sven, level 51 knight(Horus) Something |
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11-09-2008, 04:37 PM | #12 | |
Pledge
Join Date: Sep 2008
Location: Germany
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Sometimes it seems everyone forgets that knights are supposed to be a defense class. I did never say they should make less damage and thats all. I said less damage and more passive blocks that are not that accidential (like 15 in a row and then 8 hits without blocking one single of them). So it wouldn't be that easy for an archer to kill a knight, because most attacks would be blocked. I can understand, that knight-players wouldn't be that excited if things changed in that way, but I truly believe that this would suit the knights role better: Having good auras that protect your own group, blocking a lot of damage combined with that pretty good amount of HP etc would make him irreplaceable on fortwalls to protect mages and archers and while rushing groups of enemies to protect barbs. The damage is done by offensive classes, that are protected by the knight. Killing the offensive classes while a knight is around is way harder, killing the knight would make it easier, but killing him is a terrific piece of work... And yes I know, that would disable the knight as a solo player. But this is a rvr and not pvp game and for the fortwars knights would make a huge difference. And leveling them: From level 33 (with cd even 29) it is possible to level a knight in groups just with auras. Some people don't like that and say it is "aura spamming", but it is possible. If you want to have a knight in fortwar later, then you have to let him cast his auras to level. If you don't let him you won't have protection later. Like that people see that you have to work together to be successful and I can't see anything negative in that!
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11-09-2008, 05:13 PM | #13 |
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Join Date: Jul 2007
Location: England
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Ill assume you havent seen Ra's fort wars? :P Almost allways there are knights and mages fighting each others Auras to try and get more Rp than their comrads, Nothing like seeing Db[5] overran by Db[1] >.>
Hell I have acctualy dropped my knights auras on Ra because I simply see no point in them, I am far far more effective as armoured attack role than an aura spammer, (theres aften about 4 behind you anyway casting each oever each other) Personaly on Horus, that trade off would work, other than makeing knights yet harder to lvl. On Ra, you would end up with even more knights playing the useless role of back line spammer, Knights have a lot to give to defend those around them, But in a rush they can do a lot of harm too, Many times have I seen about 3-4 knights rushing, and usein areas, or running all the way to the conju lines and reaking havok there. In other Words just because we carry big sheild and 10 tons of steel around with us, that dosnt mean that our spears, axes, hammers, and in one case rapier, shouldent be able to some damage, Have you ever being impaled on a spear, :P It hurts id guess
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11-09-2008, 05:57 PM | #14 |
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Join Date: Feb 2007
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why isn't randomness of attacks/spells mentioned in the list?
I partly agree with makarios though, a bit more damage for knights, fix damage for south cross etc. But not about solid characters, it would be a pain in war. I just think that running through a person and cancelling his spells without any cost of anything upon yourself is unfair for the victim whether he's a warlock or a warrior. |
11-09-2008, 05:59 PM | #15 |
Baron
Join Date: Jan 2007
Location: United States
Posts: 947
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Knight's need to block less, and more known. Not this random shit where sometimes I block 15 in a row, and then sometimes I block maybe 1 or 2 out of 20. I can do 1300+ south cross, but this is with 100 strength and 3 weapon buffs. I don't think the knight is really meant to be played in this sense though. Knight's as a whole need something, and we need it bad. I want to be able to take more damage, block less, and help my team out. Right now I feel kind of useless playing the class, and I have tried about every setup you could think of.
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Refetan 60 barb, Schlong 59 lock - Haven Syrtis |
11-09-2008, 06:35 PM | #16 | |
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Join Date: Dec 2007
Location: Sweden
Posts: 231
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I play as a warlock so this is something I experience every day, especially with hunters that have pets. And only today I won 2 warlock 1on1s just by canceling the other warlocks spells when I was out of mana and low on HP, just running through them, waiting for more mana and my barrier to cooldown and when they've wasted their mana and had their spells on cd, I killed them. Yes, it's a very ugly style of playing, and I really hate it myself, but it's perfectly doable.
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Ulmanyar
Flame of Valhalla Alsius - a few, but we got goats! BAAAAH! |
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11-09-2008, 07:05 PM | #17 | |
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Join Date: Nov 2007
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And its good that it works that way.
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Hit me, nail me, make me God. Panoramix :: Half Elf Hunter ## Miraculix :: Half Elf Marksman ## Aspirinix :: Wood Elf Conjurer Syrtis :: Horus :: Antartes |
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11-09-2008, 07:10 PM | #18 |
Marquis
Join Date: Jul 2007
Location: The Netherlands
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I might suffer from position lag in that case.
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Dky Sven, level 54 knight (Ra) Valhalla Dky the Goat, level 35 conjurer(Ra) Dky Sven, level 51 knight(Horus) Something |
11-09-2008, 08:52 PM | #19 | |
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Join Date: Dec 2006
Posts: 890
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It just wont work for warriors, they can take the double distance behind a warlock and not cancel what an archer do virtually standing next to him. Warrior attacks can also be canceled this way but its a whole different thing and mostly done unintentionally. I dont think Miraculix have noticed the difference between the current behavior and what used to be ment by walking behind the oponent. There is nothing good or fair about it, it feels like its a bit broken when its so sensitive that standing inside the player cancel their attacks and it also wont work for all classes. |
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11-09-2008, 09:30 PM | #20 | |
Master
Join Date: Sep 2008
Location: Canada
Posts: 264
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What's the difference between this and the solo-fort taking exploit? You're using the geometry of the game to get an advantage in each case. It's been stated previously that the solo-fort exploit should be fixed for balance. If that is the case, then walking through players to cancel spells should be too.
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