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View Poll Results: Do you think Warmasters update improved your game experience ?
Yes 34 22.82%
No 115 77.18%
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Old 05-10-2011, 06:01 AM   #10
Orimae
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I wanted to make a thread about this, been thinking over it the past few days, finding myself either on Horus getting perma zerged or running like a moron to try beat teleporters... or on Raven...grinding happily but then realising that ina few months..its going to be more of the same...

But Scias, i applaud you, , what you said almost entirely sums up my exact feelings about the new Warmasters update, sounded interesting and exciting..but in practice...serious imbalance...


Quote:
Originally Posted by Shining-Scias View Post
For me definately not.
The concept sounded interesting, but in practice it ruined a lot of the current game mechanics.


About the beacons :
- What's the point of the CCs if entire zergs are immune to them without any visual feedback for at least 1 minute ?
- What's the point of skill and cooperation when a group having a WM will always have the upper hand on a group having none even if the latter is smarter or outnumbering ?

About the teleports :
- What's the point of organisation if an invading realm can instantly teleport to the least defended fort and so making defenders task impossible even if they make the right choices ?
- What's the point of hunters' tracks if realms mostly go to forts via teleport ?
- Where's the fucking bridges and open field fights now ?

About new invasion rules :
- What's the fucking point of the realm doors if they can be broken in a split second by very few players
- What's the point of the realm guards if they don't attack players breaking realm door behind them ?
- What's the purpose of making gem-less realms forts invulnerable besides reducing the choice of fights ?

About new fort rules :
- What's the point of lvl4 fort upgrade if the flag is still present and doesn't need the GC to be killed to capture it ?
- Why having greatly improved guards damage resistance ? Guards shouldn't be that tough.

About armor enhancements :
- I thought the sacred rule of this f2p game was that premium users can't have an advantage in the gameplay. The premium-only enchants broke this rule (yeah it's maybe not a big deal but still it's a first step...)

About new level cap :
- What's the point for mages besides more spells ? Spell damage doesn't increase with leveling... It increased the imbalance between mages and non-mages classes because other classes got damage improvement.

About XP reward from enemies :
- Insufficient especially for support classes, it's definately not a viable way to get XP compared to the traditional mob-killing
- Bugged with +RLM/-RLM
As others have said, aye we have more war, but its now only a case of who can get the most warmasters and numbers to get the fort..no more awesome open field fights , no more bridge fights, the gate...urg..terrible now the new invasion rules, you dont get a chance to defend your gate properly, the big fights we had at all the gates were epic.

Future for Regnum online? bleak till the things we are ALL saying suck, are fixed in some way...
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