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General discussion Topics related to various aspects of Champions of Regnum |
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03-09-2012, 03:11 AM | #31 |
Master
Join Date: Oct 2007
Location: L'Aquila - Italy
Posts: 268
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i've proposed a lot of changes that could improve the gameplay (in my eyes ofc) like increasing to 2x for every class the multiplier that main attribute gives to normal hits damage (this could improve a bit the damage output of hunters), rising a bit the barbarian's damage lowering the AS (something like passive +20% dmg increase instead of 15% weapon damage increase, activable berserk +50/60% weapon damage and -15% A.S., remove fulminating [barbarians really don't need it], improve colossus [activable] with something like +100% str and an armor malus [-20/30%], remove passive resistances from weapons giving some extra protection with UM...something like 15% physical and magical resistance while under the UM effect) but every single proposal we make in the suggestion subforum isn't took in consideration.
we don't have a roadmap. we have a balance work left after few steps. we don't know what ngd think about hunters, mages' spells with fixed amount of healing/damages, knights' capability of tanking/stay in range, barbarians' damages, attack speed and defence. we don't know if someone read the suggestion forum (someone could simply reply once a week...). we don't know what ngd think about spells that scale in a wrong way (offensive stance -95% armor, -100% evasion, +5% damage? LOLWUT?) if someone THAT REALLY KNOWS HOW TO PLAY THIS GAME would read the suggestion forum, would surely find a lot of garbage, but also A LOT of nice ideas to improve the game. the real point is that we don't have a staff' feedback so most of experienced players who could give their contribution, simply avoid to waste time writing something that usually isn't even read |
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