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View Poll Results: Have Warriors risen?
Yes, Warriors are now the "Gods". 18 28.57%
No, Warriors are not. 37 58.73%
I can't decide/other (Please state reason). 10 15.87%
Multiple Choice Poll. Voters: 63. You may not vote on this poll

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Old 12-20-2008, 07:45 PM   #1
FilipinoGuy
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Default Warriors have risen?

After the update, I have seen posts, and many of them were about Archers going down, as they are no longer dominating everyone in the game. As one person stated, he said, "It's not even fun killing a Hunter any more".

As for Warlocks and Conjurers, it may be similar, due to Knights having over a massive 5000 HP, along with all of the defensive buffs, they may seem impossible to bring down, unless the Warlock or Conjurer somehow finds enough time and mana to bring him down. As same for Barbarians, considering they have the second highest HP of the game, maxing at over 3500, and all they need to do is turn on some buffs, do a big max hit, a few normal ones, and boomshakalaka, you have killed a Warlock or Conjurer.

I may be overexaggerating, or these may be facts, but ask yourself this:
Are the Warriors now the gods of this game, taking the place of Archers?

And if there not, what is?

*If you want to know who I am in-game, I'm "Asian" from the Realm Syrtis, and I'm a Knight =P.

Last edited by FilipinoGuy; 12-21-2008 at 08:43 PM.
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Old 12-20-2008, 10:24 PM   #2
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I have never felt so week in all my time playing Regnum.
I now die even easier than before the update, and my areas are nerfed - not to mention Spirtual Blow that is now only 20% on lvl 1.

I will ask defcul to post his view on the knight changes in this thread too, as he was very sceptical about the changes.
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Old 12-20-2008, 10:51 PM   #3
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I find a lot of decrease of protection by skills, so in most cases I need to keep running in fights to prevent me from being targeted by too many warriors. I feel weaker than before the update without getting many back. I do have to say that I like the longer duration of Army of One.
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Old 12-21-2008, 01:04 AM   #4
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Honestly....I think everyone got nerf'd pretty good (which is a good thing). I now see more and more coordination in fights and you don't see the archers "Jesus Walking" their way to confuse the lone-some conjurers.

Lets just all see what happens...we'll all have to make adjustments accordingly.
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Old 12-21-2008, 02:36 AM   #5
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I'll say knights are a bunch of tough fuckaz right now, barbs aren't really much of a problem.

In general I think this übernerf may be a bit too much, archer evasion needed it but well.

I guess it's just time to try finding new setups and other ways to play, remember that new players who haven't gotten used to the old way yet won't miss anything or won't have anything to compare to so try thinking a bit like this when setting up.

As many others and myself have said, let's wait and see
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Old 12-21-2008, 01:35 PM   #6
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Warriors are nerfed like archers are, but archers' nerf made barbs even defenseless than before, all the people asking for archer evasion nerf have probably underestimated basic archery trees.

As marks, now you've to play full range. So many has removed points in DS (so arcana strike/serpent is often ommitted), no more points in evasive tactics, spell elude, sotw, confuse is uneeded when you play full range etc. Depending on your setup that let marks around 10-15 power points and tons of discipline points.

Marks playing in fort wars now have generally more points in archery, playing always full range, with high conc and dext from long and short bow passives/buffs, even point shot is no more a sacrifice. Archers' hits have never been more accurate than now, same with the damage.

Now the side effect on warriors in fort wars is the following : playing full range allows you to be out of warriors' areas if you play properly, so archers can retaliate to them, and due to their range, warriors (especially barbs) often never come back in their ranks - BIG difference compared to before.
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Old 12-21-2008, 02:11 PM   #7
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Warriors:
Use the passives from each weapon dicipline instead of relying so much on Caution. For Barbarians, combined with Frenzy, you can have up to 37% resistance to all physical damage and still have Caution on 4 and Unstoppable madness. For Knights, do not underestimate Heroic presence and the new Army of one. The new South cross is an excellent skill and has the potential to replace Forceful blow if you favor Disable limb.

Archers:
Rely on speed and damage reduction rather than armor, evades and resists. Acrobatics is essential and should not be underestimated. The new Strategic position is also very good, as long as you are able to keep your range. Hunters must be more careful to use strategy and stealth now - they need the advantage of suprise more than ever. Remember that protection nerfs have made pets more useful again for damage.

Regards,
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Last edited by Katiechan; 12-21-2008 at 02:23 PM.
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Old 12-21-2008, 05:00 PM   #8
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Well, i will write my opinion like someone that played with a knight for more one year and since the update decided leave it.

This update of balance had two ways for to correct the problems that the game had, to improve the classes that was in inferiority, or nefferd that was in superiority. It was this second way that NGD decided to implement, and this have a problem, now allbody are scramble, but its clear that both archers as warriors was neffered. If you think now that the warriors are the new gods of the game, then before the update i dont know what you thinked ...

Barbarians now have less protection, and more important, much less damage. The more unbalance skill for warriors, South Cross, was very very neffered (this was necessary, but i think not so much), and now only one magnification can be used. This change leave the tree of slashing to the knight in one curious situation. Knights now, along the time of a battle (that isnt only one hit), can do more damage with charge at 5 that with SC at 5 with less mana (everyone can to calculate the relation damage/time of Charge and South Cross, its very easy). I say this because i want that everyone account until that point the posibility of make damage was reduced for warriors.

The only problem of this update about the warriors can to be in the new duration of AoO, the only one skill that was improve. Well, I have other pjs, not only a knight, and i can to say that i dont fell any fear of a knight coming to me in a war with AoO, thanks to the reduction of damage that they suffered. And one reason for me to leave the kight is that i think that the only one idea of NGD for them its make them absolutely dependent of this skill, when in the next update thier blocks will be change. AoO is useless against mindsquacher, so to make knights dependent of AoO, its the same that make them dependets of the luck mindsquasher dont remove all your buffs. Furthermore, that your game depend of only one skill is very bored, more when you can use this skill only 28% of the time. the knights need more options that AoO...
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Old 12-21-2008, 05:40 PM   #9
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Knights arent any different, they actualy die faster because caution was nerfed, if not with AoO. Its rare to see a knight with a lvl 4 caution, just because of his set up. His choice of weapon-19, Van guard-19, Shields-19, Another weapon on 11 just for an extra skill, or passive. Then finaly 11 on tactics.
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Old 12-21-2008, 08:02 PM   #10
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Quote:
Originally Posted by defcul
[...]
You're putting the words in my mouth about knights. Now knights must have vanguard maxed because the nerf of caution. Playing a class with a tree almost useless (vanguard) to 19 is just too stupid - i had it to 13 for monthes and was able to survive at the same rate AoO knight survive.

Now people like me with tactics maxed because knocking down an enemy is the best way to prevent your realm mates to be killed are screwed. Now you have to rely on the stupid RO random number generator, and when i see that i make 2 consecutive hits with same damage on mobs, i ask myself some questions

When i see how hard i hit knights atm with the marks, i guess i won't use Kathilda for quite a long time...
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