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General discussion Topics related to various aspects of Champions of Regnum |
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05-25-2012, 11:57 AM | #61 | |
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Join Date: Jun 2007
Posts: 1,186
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I didnt look from that angle like you did, I looked more like comparison hunter-knight, marksman-barb. Barb has less armor than knight but has more damage, like marksman has over hunter. I think it wouldnt impact on marksman's possibility to still keep ranged pressure as he will have access to range defense. His only downside would be if his target reaches him, which is IMO how it should be. Range is his power. I know beacons make things even harder but if we ignore them just for a moment, we *might* be able to come up with some neat suggestions. Correct me Enio in case I misunderstood you. In one hand your quote above indeed sound somewhat right to me at first. Rising_Cold: the only problem with stalker is that if YOU as a hunter want to pick a team to stalker with, you need to separate from the main group so stalker will apply on desired players. If youjust stalker in group, random people will be affected. I had here more of idea that stalker is pretty good for small teamwork, just hunter still doesnt have full control over it. As for the Strategic, I kinda agree it should stay marksman's spell but move Acrobatics then to hunters only. I wish classes had only common trees their weapon trees and nothing else. Quin: yes, I meant passives for all classes. In D'n'D (some might laugh for pulling this game) I played ranger as Regnum marksman. High range, super damage, medium defense. There you have range increment penalty (lb has 110ft range, and on every additional you get some small penalty on attack roll). Which means in our case no range penalty should be applied for the range of the bow. Everything above it can have small influence on accuracy but I think NGD wont implement it, as it requires additional calculation, and they often tend to find some simple solutions with as small as possible resource consuming. Or maybe they have something like that already, but not tuned. No idea about that, we barely receive any word from NGD about balance plans or mechanics.
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05-25-2012, 12:16 PM | #62 | |
Master
Join Date: Aug 2011
Location: The Netherlands
Posts: 549
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evade tree pet tree, scout tree, tricks tree and bow tree, where tricks, scout, bow and evade tree are a must and be honest, lv 60 hunters dont have a (huge) problem overall, they got some damage, coz of their lvl, got a few more spells, coz of their lvl and more armor, coz of their lvl its the lvls below 60 where hunters really struggle.
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Winter Wolf (hunt) Winter Mage (conju) Winter Strike (knight) Winter's Big Bro (barb) I used Mind Blank too much, now I'm too dumb to resist anything. |
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05-25-2012, 12:50 PM | #63 |
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Join Date: Oct 2009
Posts: 156
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Im sorry guys, but the truth is...
First off, dont over think classes right now. The real issue is WMs. I get it, they are "warmasters" but does that mean they should be gods?? I mean no slow is enough to counter horn of the wind and the supposed fastest class (hunter) cannot even catch them with 32% movement speed (15%ensnare+7%passive+10%mobility). That is ridiculous. Moreover, the banners dont even make sense. Warbanner of Offensive gives cc' reduction?? Warmaster of defense gives hp?? Wtf?? It should be warbanner of offensive gives 15% weapon damage (something the other realm can deal with.. It's just a weapon bless, pick it up mages, that means 30% total), and defensive banner should give 100% armor. And the horn of the wind... No. Just no. If you want something for a quick rush, make it horn of no cc which gives 50 cc resist for 10 seconds with a 50second cd. And the teles need work too...but get the essentials right first. |
05-25-2012, 01:07 PM | #64 |
Baron
Join Date: Sep 2007
Location: Rotterdam, The Netherlands
Posts: 626
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I also want wm beacons removed.
I would like a sub-class spells. Like these for example: Hunters: Spell that Camoes a small zerg (Camoes 10 or maybe 15 people for 20-30seconds) Marksman: Spell that increases everyones attack range for a short time Knights: Spell that gives everyone an very good defence bonus for a short time Barbarians: Spell that gives an good attack bonus for a short time/1 hit bonus Warlocks: Spell that gives everyone a mana bonus or gives everyone a fast mana regeneration Conjurers: Spell that heals everyone for an higher rate then ordinary healing spells But were more switching to other discussion right now |
05-25-2012, 02:09 PM | #65 |
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Join Date: Oct 2009
Posts: 156
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05-25-2012, 02:47 PM | #66 | |
Marquis
Join Date: Aug 2007
Location: Germany
Posts: 1,843
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On the other hand forcing marks to stick on that high range doesnt sound too nice for me dynamicwise - maybe something along "on high range, good def decent steady dmg, on low range low def but good burst dmg" could be fun. Somehow allow "risky" play to be rewarded. I just think on old r25 DS how it made marks storm the front to get it in, using their SoW n stuff to not die in the process.. It was way more fun and i think alot of the current frustration about marks comes from the fact that you cant touch them if they dont want you to, and there is really no reason atm to get in low range. |
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05-25-2012, 07:29 PM | #67 |
Master
Join Date: Dec 2011
Posts: 479
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That this is something that NGD could have fixed during a coffee break.
There is some issues so obvious and some solutions so simple. Especially for Horn of the wind, that is the main cause of grief for low levels and grinders and that have the far worst implication on gameplay in general. This one big letdown, i just cant find any excuse good enough to let these spells ruin gameplay for well over a year. |
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