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General discussion Topics related to various aspects of Champions of Regnum |
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07-15-2011, 08:49 PM | #1 |
NGD·Studios
Join Date: Mar 2006
Posts: 892
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Balance Update 2011 - Stage 1 - Initial Discussion
Balance Update: Crowd Controls
Crowd control skills are an important part of combat strategy both for PVP and RVR. Even though all clases have different variations of CC skills, some of their possible combinations generate a great deal of frustrations for Regnum players. Among the different kinds of CCs, we believe that "knock down" is the most powerful. Not Only these skills leave the target without movement, attacking and casting, but also vulnerable to damage. For this new balance iteration we will try not to modify a great deal of skills but to adjust a small set of them so we can observe the results in real gameplay conditions. By doing this, the analysis period should be shorter (less modified variables to take into account) and corrections that may arise should be easier to implement. In this stage we will focus only on CC Skills with a single target. Considering the above, and after studying both the game and the requests on the fórum, these are the proposed changes to be included in the future version. Please read all the changes for all the classes before stating an opinion as all of the decisions are intertwined. Class: Warrior (Barbs & Knights) The damage that Barbarians can do is high. We don’t believe that the issue is with the damage but with the fact that they have 2 Knocks (feint and kick). The ability to combine both skills creates the opportunity for a barbarían, to eliminate its opponent without a chance to get up. Both of these skills are part of the “Tactics” discipline, and we don’t want to affect the Knight with this change so we will do the following modification:
We’ll have to do minor adjustments to the mana consumption and/or duration of these skills because of the change of place in the discipline. Although Barbarians will lose one of their CC skills, they will earn a slow skill that will allow them to reach their enemies. Clase: Archer (Hunters and Marksmen) The tactical situation between Archers and Warriors should play around the difference of range. In normal conditions a warrior that reaches melee range should have a positional advantage. Because of the different CCs and “counter damage” available in the “Tricks” discipline This theoretical situation does not happen as often as we would like. The following changes will be introduced with the intention of revert this. siguientes cambios serán introducidos con la intención de revertir la situación mencionada.
Class: Mages (Warlocks y Conjurer) Based on the previous explanations we propose the following changes:
Subclass: Masksman We have read many posts about this subclass being OP. We think that this issue is much more related o CCs than damage. Marksmen have a great amount and diversity of long range control skills that allows them to “keep range” all the time. The combination of said CCs give them an edge against melee classes that need to reach them in order to fight. This subclass has two CC skills that include damage, Winter Stroke and Burst of wind (cannot be stopped by “divine intervention” hurting team-play) Also, after the last balance update mana regeneration was increased and it may be too high for this class (both for PVP and RVR)
We wanted to have an initial discussion about these changes before we upload to Amun. Please try to explain yourselves and maintain a constructive thread. |
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