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General discussion Topics related to various aspects of Champions of Regnum |
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08-12-2010, 08:44 AM | #1 |
Apprentice
Join Date: Apr 2010
Posts: 68
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CC subsystem
I've played RO only spring-summer period, now i'm stopped till new balance. And write on forum only in one thread - this.
Game is designed very well. For example there is good try to make weapon branches zero resulting in mixed game (A countering B a little, B countering C, C countering A). Additionally, range subsystem designed well. Ranged wars going in good scenarios. One side can attack, other step back, battle can go to full mix way. But. There is some of not complete parts too. One bad decision is linear growth. It means all characters get a +1 to all stats per level. Initially at first levels till 20 barbarian can beat mage&archer. Warlock have not much powers, and archer have not enough buffs to damage and CC. But then... When 30 level reached, archer and mage unstoppable against barbarian even 1v1. Because of linear growth warriors also have too little health. In no game archer can easy kill warrior 1vs1 (parity achieved by same movement speed for example - "hit-hit" bad for archer, chasing bad for warrior). In RO enough 6-8 archer's hits on warrior to kill. With new balance it is 10-12, but still not enough for even fight, all fights warrior-archer are going under wall - warrior can step back&hide, archer can not cast many strikes fast. I consider 20 archers hits-to-death of warrior is minimal amount. About CC. CC means player unable to do something. Kicked player can do nothing. But for what people are playing games? Sure, for ability to do something. Debuffs and curses in games mainly going in same matter - they restrict some player movement and parameters. But in RO they have very little usage and mainly not considered as CC. Why? Knock is most powerful CC, so why it is most frequent spell effect? Sure, many conjurers and archers will say about stopping incoming warriors, but is death of warrior is not "stopping"? Ok, if game moves to longer fights, CC system need great remake. Why rangers need so mega amount of CC? Why kick makes unable to do something? Lets remake kick. Kicked person have -90% to attack speed, move speed and cast speed, is it good enough for stopping incoming warrior wave? Yes. Now nobody can whine about "super mad incoming barb". And now barbarian will feel self not completely useless. And that is partial suggestion, i think whole game CC subsystem need resort. Most hard CC effects as knock should not be most frequent. Less powerful immobilize effect easily can go in place instead of knock. On first stages best is swap immobilize effect with knock down. Knock should be with barbarians somewhere in 2h mastery, and with knights in somewhere specific places, and sure with locks and archers as part of great spells. Other effects should be changed to less powerful. Possible for stopping warrior, but not disable from game at all. People playing games not for being "knocked". Increasing randomness of CC is not choice, that is game option. May be option for players to choose from "random" or "straight" CC. With corresponding effects and powers, CC resistances need remake too. I believe that all CC resistances should be constitution depend, except only of "can not attack" may be, which should have percent of success 50-80 and no range. As in all medieval games, warriors should be like "stone", not just "5m-around-door area fighters". I dont know how CC system should really exist, I dont know which way Regnum will choose. I think this thread will be discussed not in terms "oh how i can not win barbarian without this mega-giga-knock" or "oh you want warriors going with extreme power, for what i grinded my poor little archer till L50", that is RvR, not 1v1 game. CC is real evil. Is this game named RO where players can do something or Archers&Mages where core thing is amount of CCs you got in row? Last edited by Barya; 08-16-2010 at 11:02 PM. |
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