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General discussion Topics related to various aspects of Champions of Regnum |
View Poll Results: Do you think Warmasters update improved your game experience ? | |||
Yes | 34 | 22.82% | |
No | 115 | 77.18% | |
Voters: 149. You may not vote on this poll |
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05-18-2011, 11:18 PM | #32 | ||||||
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Join Date: Jun 2009
Location: France
Posts: 1,024
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Quote:
The main issue for me is that most of the map is now totally empty. As a hunter, i run a lot across the map, and i can tell you i don't meet a lot of people, but at some places: forts, saves, markets, orc camps. Sometimes i meet a guy or two at a bridge... but for now, at least in Syrtis and Alsius there are very few WMs, so we have still people riding or running. Teleports should be there to shorten the distance, but not to zeroing it. Quote:
But in Syrtis (and i guess Alsius), we don't have enough WMs to teleport everyone (i think teleport should not have a 10 people limit, but instead a 20 seconds time limit, because if you are a group of 23 with 2 teleports 3 are left behind...). For me, teleport isn't really the issue, teleport destinations is. A whole zerg can arrive very near a fort, people from save can come back very fast (so cremate will be useless, and then Camouflage corpse...), i think it breaks a lot the gameplay. Quote:
As a player and as a customer i think one can cry if he has good reasons to do so, and this update (as well as the previous ones) is somehow "unfinished". And we'll love to see more words from NGD on forums... it seems they just don't care or if care, don't understand. Quote:
With immunity rule, goats have only two things to do: being farmed at their market or take some forts to be crushed in few seconds by a zerg twice buig as their. Syrtis just take random ignis forts (since Alsius is almost always immune), and more than often just farm at samal save then die there. Quote:
I would say save camping, more than openfield... but yes technically this is open field, with one side having their save very near... Quote:
From my point of view, people are expecting more tactical gameplay and more dynamic, and recent changes destroyed tactics and dynamics. Warmasters spells just don't fit well after uber spell nerfs we had, NGD introduced very OP spells. Ie; * it is impossible to catch 2 WMs but if you have 2 WMs in your group. * group having more WMs have a BIG advantage at war * WM spells give even more OPness to already OP barbs * we had empanadas event showing how such UBER powers can be boring * CC immunity leads to only 2 kinds of effective spells: immobilize or slow (until they are dispelled), the rest is just damages * WM horn spell creates a major imbalance between WM and non-WM (remember big nerf of hunter's speed and onslaught one) * .... Important: if we are here to discuss RO issues, it's because we like this game, and want it to improve.
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Annavilya / War-Luck (Haven)
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