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General discussion Topics related to various aspects of Champions of Regnum |
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08-08-2014, 02:44 PM | #11 |
Baron
Join Date: Aug 2009
Location: /dev/null
Posts: 766
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Even if I'm not playing this since quite some time I keep an eye on what used to be my favorite time wasting activity.
Most of the changes are quite long due and welcomed, I particularly appreciate the CC duration reduction, the revival of useless spells (Mass Rez, Splinter wall...) and the reduction of barb tankiness (as they should NOT be tanks), so it's definately a big step in the right direction. However I still think it's far from enough, especially on the Mage side. Mages and especially Warlocks suffer a lack of direct damage since the lv60 level cap and little has been done to address that. I still believe they need scalability like amplified spell damage from +Int stat or more spell levels (like 7-8). Also while CC durations have been reduced, the casting times are still a painful chore leaving mages still as clunky to play and more vulnerable as they ever were. Absolute armor reduction is also something that should die a horrible death because it just amplifies imbalances between gear quality, character levels and so on... So yeah, while I think it's a good step in the right direction, I'm sad to see that it's just superficial balancing and not fixing the root issues once and for all like armor reduction, resist/evade system and spell scalability. It's also sad to see some spells and trees like Staff Mastery just had slight changes while they needed complete revamps. In fine we just have the same old boring and broken combat system and spells, just with slight temporary changes that will need rebalance in x months/years, rather than fixing the roots, get new innovative and original spells, and another combat system that doesn't have to heavily rely on resists/evades. Still not a good reason to come back but I still keep an eye on the next balance updates.
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