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Old 05-22-2009, 08:09 AM   #91
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Quote:
Originally Posted by Ulmanyar View Post
However, I might share some of your concerns about conjurers. The nerf of mana communion, the introduction of cremation and the absence of a SM-nerf might cause even more conjurers to become offensive -- and I wouldn't like that..
Cause of mana com? ^^ omg ppl calm down. I usually stay close to others so for me it is not so painfull and it is aura so even if he move out of range it will last 4 more ticks AND i was using synergy bond before a lot cause i know that old mana com wasn't enough. Now i will probably spent points from mana com to some other spells. Who knows.
But i am pt :P
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<DkySven> the big problem with balance discussions on the Regnum forum is that a lot of people just suck at playing their class
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Old 05-22-2009, 08:29 AM   #92
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one silly question

since everyone runs 20% faster, has any change been made to horse speed?
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Old 05-22-2009, 08:33 AM   #93
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Beavis and Butthead was recruited in NGD!

Guys from NGD worked hard to make new trainig interface, but Beavis and Butthead striked keyboard buttons so MC and WS became as we see...
I dont think I will supply someone mana with my conj anymore at all. > It will be my protest against MC nerfing.

It would be pretty fun: soon we will see conjurers running backwards pretty fast with less than 100 hp and shouting: "VIDA! MANA!"

NGD must finally figure out that changes needed on Ra and ones on Horus are much differend. At least because of amount of players.

But I dont care anyway and I think I'll better go to new russian lineage server.
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Old 05-22-2009, 08:53 AM   #94
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Quote:
Originally Posted by Znurre View Post
May I ask what's the reason behind making Ribs Breaker and Balestra fixed damages?
Currently, Ribs Breaker is so low duration on lvl 1 anyway... why make it even worse?

The best usage for Ribs Breaker currently, is to use it together with normal hits to inflict additional damage for 90 mana...
And now this is removed.

There will be zero reason for using Ribs Breaker...
You can just put Spears to lvl 5 and get Balestra, and use weapon switching.
No reason to use Ribs Breaker at all...

Balestra has range, better duration...
You could atleast let the damage stay on Ribs Breaker, but maybe not on Balestra.
*I guess most of the community is Archer or Mage, as not alot has been said about this.

I'm in agreement with Znurre. I think adjusting the duration of the spells was a wise choice, but removing damage? I know I'd rather put points into Fient and Kick, where I can TOTALLY surpess the enemy, than waste mana or points to power this new immobility. And since Fient and Kick are in the same tree, it is a more economical use of Skill points.

Immobility + 100% damage, was great for catching hunters, since every hit counted before the hunter picked up speed and runs away again. Now warriors will have even fewer seconds to deal damage, apply negative buffs (Disable Limb, Kick, Feint) and complete a takedown. Assuming a warrior still has mana after all that chasing, this extra effort is due to a need for more attack/cast cycles from the damage missing in the new RB and Balestras. Good for hunters, completely annoying for warriors.

Impale and Martial Reflexes: Thank you for adjusting casting time, but the main problem still presist. THEY DON'T WORK. I would recommend advertising when the spells are full functional, before listing them again.

As for the new areas. I haven't tested them yet. But I hope the reason behind smaller areas was to reduce serverload, meaning less lag at fort wars. I'll make another reply once I've been in enough fort wars. Same goes for the 20% increase, right now it feels strange to fight so fast. The attack on an enemy seems to be harder as a warrior, there seems to be a smaller 'sweet spot' to hit the person.


Side Note:
Quote:
5. Remove Destabilize from Two-Hand Mastery and replace it with something I'd call "Zealous Soul"
Please don't remove Destablize, I LOVE that spell. It's cheap, effective, and NOT bugged! I suggest to replace Fulminante instead.
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Old 05-22-2009, 09:18 AM   #95
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After playing in a few fights with my knight I think i can say that the class is now not bad to play. It's tricky to use auras now, but that's a good thing. Also, knights still can block, but there's a counter for it. Also, being a knarb became harder now with this update, which I like At the moment I'm taking a look at my hunter now. It's a good thing that a tame spell became the first of the discipline.

Edit: Found two bugs. When casting pet buffs like Bestial Wrath or Skin of the beats they are not showed anymore below the pet's health bar. Also, Heal pet isn't showed in the log when casted. What I do like is that when your pet is attacking a mob, but getting too far away that it automatically turns to the follow mode to catch up with the hunter again.
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Old 05-22-2009, 09:55 AM   #96
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Quote:
Originally Posted by DemonMonger View Post
· Enemy Surveillance: Casting time and mana consumption reduced in all levels. Tactical information is now received in every level.
** This skill is causing problems for everyone, for it scans max range instead of those closest first. Please program the skill to scan <closest enemy>. I know that many hunters will love for this skill to locate those that are further away <to warn of enemy backup>. We need the skill to be able to locate the enemies closest to us (we need two tracking skills or all hunters that camo will have a ticket to freedom).[WE THE LONGTIME PLAYERS WARNED OF THIS LONG AGO WHEN OTHERS SUGGESTED ONE TRACK SKILL- Looks at Dani-O]**
**Error - Skill cooldown is more than 20 seconds/ skill is out of sync **
My response for that.
http://www.regnumonline.com.ar/forum...122#post706122
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<DkySven> the big problem with balance discussions on the Regnum forum is that a lot of people just suck at playing their class
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Old 05-22-2009, 09:58 AM   #97
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For the most part i think the update is nice. Now knights might actually do
what they are supposed to do. Stand in the front line and protect the ranged
ppl behind them. The change that buggs me the most is the removal off Track
realm enemy. Combining Surv whit Track enemy was great to pinpoint
enemies. IMO you should have replaced "track realm ally" instead off the
enemy. Because who actually use the track realm ally? when i want to find my
friends i ask in chat and get coords i dont run around and track them.
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Old 05-23-2009, 07:42 PM   #98
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The issues that I see as being the largest problems right now with the classes i like to play are:

Conju:

Mana Comm - there have already a number of posts on this, but what I concentrate on is how does this affect RvR: This change to Mana Comm supports the defenders as they are able to rest and receive Mana Comm and the regen will almost be the same rate as if they were in Combat Mode and had the old Mana Comm rates. Those on the Offensive on the other hand do not have this time to rest and are constantly out of mana while conju's have to prioritize between Amb Sac and Syn Bond.

Hunter:

I appreciated the change in pet speed, problems still reside with the Position Bugs. Just try running down the side of a bridge while camo to attack someone and see how many times your pet insta-dies. The no cancellation for spells now also means that I tend to hide within my pet while fighting close combat with locks in order to prevent some spells from hitting me since running around is pointless now. I think this may incorporate a bug where Mages can cast a spell outside then go in the fort and still have the spell hit.

Most folks have already talked about TrE and ES, ES needs to be buffed up. Oh and I am never going to use conceal corpse because the current mana issues and I think its a crap idea, my opinion. I play hunter when I want to get away from fort wars most times that now favor the defender a lot more than it had in the past, when I do support fort wars I typically switch classes because my number 1 damage dealer (pet with bestial wrath) wont attack the fort door 95% of the time and just dies. I like to also use my hunter to stifle enemy reinforcements @ bridges and Camo Corpse does nothing in that sense when most times you have no conju with you.

Barbarian:

I use spears even less now due to the lightning strike nerf, ripost changes, damage change to balestra. I dont see the point in weakening a skill tree that does the most common type of damage. Weapon switching is almost pointless now and the focus seems more on Slashing.

As a result of these changes I play hunter more and when I get tired of that I usually play different games or watch a movie - playing RO a lot less. gj
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Old 05-23-2009, 07:53 PM   #99
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Syd...

I too play alot less now - if I play it's my hunter. I have alot better things to do then deal with bugs that have been around for eons...

But hey - we can camo a corpse..<----- BWHAHAHAHA - UDDER PHAIL!
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Old 05-29-2009, 08:02 AM   #100
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Please explain me NGD what were you thinking adding this +20% movement speed and no cancellation of spells ?

Do You play your own game ?
  • Mags have fast attacks, range + skills rising range and speed + not cancelling spells + easier avoid warrior spells with new speed.
  • Warriors got lowered duration, almost no dmg since its fixed instead of % and have to run to enemy.

Ballestra 15-20 dmg + 4s duration and 1s casting time.. well 4s feint is not enough to preform another attack with slow weapon (claymore) while almost any other 2 handed weapon is very slow!!

Moreover those skills can be easly cancelled !!
Increasing movement speed and no mags cancellation needed lowering warrior skills cool-downs significantly, while they have been rised up and damage have been fixed which means no damage on player.
Do You plan to fix that in next (fix update) or keep it untill we all leave ?
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