Go Back   Champions of Regnum > English > General discussion

General discussion Topics related to various aspects of Champions of Regnum

Closed Thread
 
Thread Tools Display Modes
Old 07-17-2011, 08:18 AM   #91
JayneDutchPred
Pledge
 
JayneDutchPred's Avatar
 
Join Date: Aug 2008
Posts: 3
JayneDutchPred is on a distinguished road
Red face Miss my old skill for Hunter btw.

The most not needed skill I have as hunter is for me "Camouflage Corps" the skill I miss verry hard is "Track Friends"
And to tactic as hunter - I support only to find enemies but I don't know where my friends are is pointless in a rvr.
JayneDutchPred no ha iniciado sesión  
Old 07-17-2011, 08:50 AM   #92
Kitsuni
Baron
 
Join Date: Dec 2008
Posts: 886
Kitsuni is on a distinguished road
Default

This may seem a little radical but consider:

- Leaving Ambush as-is and moving it to a Hunter-only dicipline (Scouting?).
In other words, don't nerf ambush for Hunters.

- Moving Strategic position to Hunters, reduced to 25% at level 5.
Hunters are the defensive subclass.

- Moving Dead eye to Hunters.
Ensnaring arrow being a percentage-based skill they have better use for it than the Marksman does.

- Moving Death sentence back to Marksman, giving +30% ranged damage against a single target for the Marksman only.
It was useful for boosting fixed-damage spells like Serpent bite versus armor.

- Replacing BoW with a 2-3 sec knockdown that Marks can use to save allies for a few seconds. The enemy gets knocked down by a strong gust.
Increasing the level of the spell would increase it's range (15 mtrs base, +5 mtrs per level, 35 mtrs max).

- Increasing the cooldown of Winter stroke to 30 seconds and increase mana cost.
(This is a no-brainer, it is too spammable, too strong, and can actually cause harm to allies more than it helps.)

- Changing Recharged arrows to a fixed damage bonus (fire?) so it is no longer dependant on gear.
Marksman is far too dependant on gear. Some are OP, others aren't.

Just my thoughts about the issues with Marksman and Hunter balance.
Kitsuni no ha iniciado sesión  
Old 07-17-2011, 09:13 AM   #93
The_Krome_Dragon
Initiate
 
Join Date: Mar 2011
Posts: 111
The_Krome_Dragon is on a distinguished road
Default

Warrior changes r good.

Archers: ambush is fine as is imo. Confuse needs lower duration.

Mages: Will domain is fine as is.

Overall i like NGD's direction towards CCs
The_Krome_Dragon no ha iniciado sesión  
Old 07-17-2011, 09:25 AM   #94
HuntShot
Banned
 
HuntShot's Avatar
 
Join Date: Feb 2010
Location: The Netherlands
Posts: 468
HuntShot has a little shameless behaviour in the past
Default

Quote:
Originally Posted by Ponter View Post
The new ambush should be instant cast, of course.

Best regards!
Ah, that's everything I wanted to hear! Well, then ambush would be a very nice spell indeed... no ambush spams anymore!

Yeehaa
HuntShot no ha iniciado sesión  
Old 07-17-2011, 09:45 AM   #95
TomdenVinca
Pledge
 
TomdenVinca's Avatar
 
Join Date: Feb 2008
Location: Poland
Posts: 10
TomdenVinca is on a distinguished road
Default

Quote:
Feint: moved to the “vanguard” -knight only- discipline to replace “intimidate”

Nice idea


Quote:
Ambush: The range of this spell will be reduced to melee range. This will allow archers to have a CC suited for melee classes (so to gain range for a brief period of time) but not against other ranged classes.

Ambush will be reduced to 5 m




Quote:
Mana regen: slightly reduced during combat (we’ll add feedback on GUI while “in combat” status)


I don't want changes in mana regen for Makrs
__________________
BIGOS
RA Ajzol - Knight, Indyczka - Hunter, Rotten Tomato - Marks,
Haven TomdenVinca-barb, Gonrzur- conju, Elonora den Vinca- hunter
TomdenVinca no ha iniciado sesión  
Old 07-17-2011, 10:03 AM   #96
Kopstoot
Apprentice
 
Kopstoot's Avatar
 
Join Date: Feb 2009
Location: The Netherlands
Posts: 58
Kopstoot is on a distinguished road
Default

I don't get how the new ambush works. Will it be like how feint works now? If that is the case, I don't agree on the change.

removing the dmg from Burst of wind is a good idea though

I think you should focus on the marksman as a subclass. Because you want to change archers skills, which also affect hunter.

my idea is to make confuse a hunter spell. keep ambush how it is now.

Stunning fist: cannot cast sounds the same as cannot attack for a warlock or conjurer but worse. you can't even buff yourself up. i think it should be changed in another way.

And Wouldnt it be fair to inscrease the range of some offensive spells of warlock.
__________________
Falco:Warlock
Kopstoot no ha iniciado sesión  
Old 07-17-2011, 10:41 AM   #97
ArienN
Pledge
 
Join Date: Jan 2011
Posts: 6
ArienN is on a distinguished road
Thumbs up

Like alot ppl said, reducing the duration of all CC's would be best solution IMHO.

I wonder why you not mentioned Confuse in your initiation post, since its gives your opponent no chance to buff/heal or counter CC's (at least CC's with no dmg) for 15-35 sec.
Reducing the Duration from confuse at all lvls and negate the effect, if cast on knocked target (like dizzy while knocked), should solve this problem.

But you would like to nerf stunning fist, what the only counter for archers vs barbs in melee range is?
Even with barbarian as my main, i would like to reduce the duration of stunning fist and give a 100% chance at all lvls.


Another smart idea IMO would be, to add immunity from knocks after a knock.
The duration of immunity could be fixed (4-6 sec?), or depend on the previous knock duration. This would prevent the knock-knock-knock-spam-with-no-idea-what-else-to-do spammer and GUARANTEE MORE DYNAMIC in this knocknum online
Yes, to many battles i watched from the ground, sometimes over 20sec and/or til my death.
ArienN no ha iniciado sesión  
Old 07-17-2011, 11:05 AM   #98
andres81
Count
 
Join Date: Sep 2008
Posts: 1,690
andres81 is on a distinguished road
Default

Quote:
Originally Posted by ArienN;1376180
Another smart idea IMO would be, to add immunity from knocks after a knock.
The duration of immunity could be fixed (4-6 sec?), or depend on the previous knock duration. This would prevent the knock-knock-knock-spam-with-no-idea-what-else-to-do spammer and [COLOR="Red"
GUARANTEE MORE DYNAMIC[/COLOR] in this knocknum online
Yes, to many battles i watched from the ground, sometimes over 20sec and/or til my death.
I already made this suggestion in the spanish section, could be also expand to freezes (e.g. after a freeze a have immunity against freezes for 3 seconds) because getting freezed 3 or 4 times continously is not funny
4-6 seconds is very long, I would be happy with enough time to cast one contra (2-3sec is enough)
andres81 no ha iniciado sesión  
Old 07-17-2011, 11:56 AM   #99
blood-raven
Master
 
blood-raven's Avatar
 
Join Date: Jan 2010
Location: Belgium
Posts: 561
blood-raven is on a distinguished road
Default

Quote:
Originally Posted by Kitsunie View Post
This may seem a little radical but consider:

- Leaving Ambush as-is and moving it to a Hunter-only dicipline (Scouting?).
In other words, don't nerf ambush for Hunters.

i can live with it, but i also like the way NGD would make it

- Moving Strategic position to Hunters, reduced to 25% at level 5.
Hunters are the defensive subclass.

Rather have acrobatic a hunter only spell, since marks are ranged specialists it's only natural we have more defence from incomming projectiles or range spells

- Moving Dead eye to Hunters.
Ensnaring arrow being a percentage-based skill they have better use for it than the Marksman does.

Can live with it, it's useless anyway

- Moving Death sentence back to Marksman, giving +30% ranged damage against a single target for the Marksman only.
It was useful for boosting fixed-damage spells like Serpent bite versus armor.

Good idea

- Replacing BoW with a 2-3 sec knockdown that Marks can use to save allies for a few seconds. The enemy gets knocked down by a strong gust.
Increasing the level of the spell would increase it's range (15 mtrs base, +5 mtrs per level, 35 mtrs max).

No, this wil make warlocks the most powerfull class ingame and hardly anyone will be able to stop them, the reason marks have a higher ranged dizzy is to balance out the Opness of locks

- Increasing the cooldown of Winter stroke to 30 seconds and increase mana cost.
(This is a no-brainer, it is too spammable, too strong, and can actually cause harm to allies more than it helps.)

Is ok

- Changing Recharged arrows to a fixed damage bonus (fire?) so it is no longer dependant on gear.
Marksman is far too dependant on gear. Some are OP, others aren't.

idk, this can go both ways, have to see it in action

Just my thoughts about the issues with Marksman and Hunter balance.
Comments are fat

@Original post: leave the dmg to BoW, DI would make the lock an unstoppable killing machine, you can tough reduce it's range to 35m, still far higher then the lock but not as annoying.
__________________
SHAKE IT LIKE A POLAR BEAR NINJA
blood-raven no ha iniciado sesión  
Old 07-17-2011, 12:35 PM   #100
HidraA
Banned
 
Join Date: Dec 2009
Posts: 843
HidraA is an unknown quantity at this point
Default

Quote:
Originally Posted by Kitsunie View Post
This may seem a little radical but consider:

- Leaving Ambush as-is and moving it to a Hunter-only dicipline (Scouting?).
In other words, don't nerf ambush for Hunters.

- Moving Strategic position to Hunters, reduced to 25% at level 5.
Hunters are the defensive subclass.
Someone calculated armors bonuses from marks and hunter and resist at elemental before give a way like that a defencive spell?

Indeed defensive..camo+confuse+ambus 5+cb +3-4xhits of 500+normals with fast bow+rapid shot...wtv....

Quote:
- Moving Dead eye to Hunters.
Ensnaring arrow being a percentage-based skill they have better use for it than the Marksman does.
If hunter will give me the Cold Blood i will give my dead eye that is useless anyway.

Quote:
- Moving Death sentence back to Marksman, giving +30% ranged damage against a single target for the Marksman only.
It was useful for boosting fixed-damage spells like Serpent bite versus armor.
Hmm duno about DS....lots of ppl complaint in old days about.

Quote:
- Replacing BoW with a 2-3 sec knockdown that Marks can use to save allies for a few seconds. The enemy gets knocked down by a strong gust.
Increasing the level of the spell would increase it's range (15 mtrs base, +5 mtrs per level, 35 mtrs max).
I have no issue with removing dmg from bow...my concern is about warlocks that will spamm Meteor....i think better make longer CD for Meteor ,in curent state is a circle that can keep you dizzy forever....

Quote:
- Increasing the cooldown of Winter stroke to 30 seconds and increase mana cost.
(This is a no-brainer, it is too spammable, too strong, and can actually cause harm to allies more than it helps.)
Agree...

Quote:
- Changing Recharged arrows to a fixed damage bonus (fire?) so it is no longer dependant on gear.
Marksman is far too dependant on gear. Some are OP, others aren't.
Need to test this...st least to calculate armors resist by class.
Maybe for some classes is good ...but for others to be bad...and give advantage to a certain class.
HidraA no ha iniciado sesión  
Closed Thread

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 02:22 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
NGD Studios 2002-2024 © All rights reserved