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General discussion Topics related to various aspects of Champions of Regnum |
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#1 | |
Pledge
Join Date: Jan 2011
Posts: 42
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I think the mana cost update is a good change. I am concerned that the new duration/cooldown will tip the balance of melee fighting entirely towards knights. With a duration of 9 seconds, precise block 5 means a knight can simply wait out the duration of UM. A barb has no good way to approach a knight. If you UM first, they PB and then chain knock you. If you don't UM, you get a spear range feint. If you UM to avoid the second knock, the knight just casts PB, waits out UM and then uses the second knock. Any CC is likely to fail given the 65% resist from def support and up to 25% knock resist from steadiness. The knight class is simply too safe, there is no risk involved. I think that the duration/cooldown should be left at their current values for now. I'd rather this update just focus on the RNG. Class balance is important and should have it's own separate update. |
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#2 | |
Master
![]() ![]() ![]() Join Date: Jun 2007
Posts: 375
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the barbs i know just stay in range until def roar works. |
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#3 | |
Initiate
![]() ![]() Join Date: Jan 2009
Location: New York
Posts: 227
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Alsius or nothing |
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#4 |
Master
![]() ![]() ![]() Join Date: Dec 2011
Posts: 479
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Maybe ngd can fix or otherwise remove pb animation?
Nearly all knights are abusing the animation bug anyway. |
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#5 | |
Master
![]() ![]() ![]() Join Date: Nov 2012
Location: Kogoruhn
Posts: 319
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In other words, it's much better to have skilled lvl 1-2 precise block and be able to use it in time of need than having it skilled on lvl 5, but in many cases not be able to cast it due to high mana cost. Well, I don't really like increasing of CD...I would more expect doing such changes on spells like fulminating or mindsquasher, don't know what made NGD think precise block needs nerf. Anyway, this version of precise block is much more acceptable than the previous 'mana hole'. Still would be happier to see PB untouched.
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A better world. |
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#6 |
Master
![]() ![]() ![]() Join Date: Jul 2009
Location: Poland
Posts: 472
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Yeah. If you nerf PB do the same with fulminating.
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"There was a time above... a time before. There were perfect things... diamond absolutes. How things fall... and what falls... is fallen." CoR Soundtrack | SUGGESTIONS: Outdated spells | 2h weapons | Other suggestions Siwy |
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#7 |
Initiate
![]() ![]() Join Date: Mar 2008
Location: Greece
Posts: 112
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Alo.
Some remarks from my side: 1. Thank you for adding the "movement speed" attribute on character sheet. But, to be honest, I expected something better than a percent. ![]() If you can translate the percent to "meters per second", it would be perfect and could give a better insight to the player. On a first side-note, I tried my +4% ms leggs and found out that the speed increases from 100% to 103% (see photo below). So, either the +4% refers to the base, thus is not an absolute percent, or something is wrong with the character sheet. Could you check it pls? <--- Check below. On a second side-note, please consider adding "attack speed" attribute as well. It could be measured on "hits per second" or something like that. Furthermore, you can also add hp and mana regen rates, in "hp and mana points per sec". Just throwing ideas here... 2. I am bit disappointed with the second stat of eve ring. The 6% crit chance is non-absolute and refers to base crit chance. This means something like 0.4% on absolute terms (on my toon and equipment anyway). I would like to see an absolute crit chance on eve rings, like 2-3%. On the other hand, even if it stays as it is, it's acceptable. Both old HC and new crit chance have had questionable impact anyway. After all, players do not wear them for that stat. 3. Unfortunately, dodge and spell elude still seem useless for my taste. Their relative-to-base evasion and spell resistance bonus, respectively, are too low to have any observable impact, imo. Some feedback from other players on these spells would be appreciated. 4. The damage malus on evasive tactics is tricky, but acceptable. Thing is that this spell needs even better timing now, since it already have had a relatively small duration. 5. The new RNG system looks ok to me. 6. There are still spells, like eagle's eye, killer instinct, trained eye, etc., that need to be corrected. ![]() Extra Info for Movement Speed The 103%, mentioned above, may result from a round-off error. Casting mobility (+10% - absolute?), the movement speed increases from 103% to 113.99%. If mobility is absolute, then leggs give 3.99% (almost 4%), but for some reason it is rounded down to 103%. Anyway, it needs NGD's attention to configure or better calibrate it. ![]() Best,
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RuleZ - LawZ
Inquisition Last edited by LawZ; 04-18-2015 at 09:25 AM. |
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