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General discussion Topics related to various aspects of Champions of Regnum |
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07-17-2011, 08:18 AM | #91 |
Pledge
Join Date: Aug 2008
Posts: 3
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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. |
07-17-2011, 08:50 AM | #92 |
Baron
Join Date: Dec 2008
Posts: 886
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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. |
07-17-2011, 09:13 AM | #93 |
Initiate
Join Date: Mar 2011
Posts: 111
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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 |
07-17-2011, 09:25 AM | #94 |
Banned
Join Date: Feb 2010
Location: The Netherlands
Posts: 468
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07-17-2011, 09:45 AM | #95 | |||
Pledge
Join Date: Feb 2008
Location: Poland
Posts: 10
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Quote:
Nice idea Quote:
Ambush will be reduced to 5 m Quote:
I don't want changes in mana regen for Makrs
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BIGOS RA Ajzol - Knight, Indyczka - Hunter, Rotten Tomato - Marks, Haven TomdenVinca-barb, Gonrzur- conju, Elonora den Vinca- hunter |
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07-17-2011, 10:03 AM | #96 |
Apprentice
Join Date: Feb 2009
Location: The Netherlands
Posts: 58
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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.
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Falco:Warlock
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07-17-2011, 10:41 AM | #97 |
Pledge
Join Date: Jan 2011
Posts: 6
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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. |
07-17-2011, 11:05 AM | #98 | |
Count
Join Date: Sep 2008
Posts: 1,690
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Quote:
4-6 seconds is very long, I would be happy with enough time to cast one contra (2-3sec is enough) |
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07-17-2011, 11:56 AM | #99 | |
Master
Join Date: Jan 2010
Location: Belgium
Posts: 561
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Quote:
@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.
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SHAKE IT LIKE A POLAR BEAR NINJA |
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07-17-2011, 12:35 PM | #100 | ||||||
Banned
Join Date: Dec 2009
Posts: 843
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Indeed defensive..camo+confuse+ambus 5+cb +3-4xhits of 500+normals with fast bow+rapid shot...wtv.... Quote:
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Maybe for some classes is good ...but for others to be bad...and give advantage to a certain class. |
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