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General discussion Topics related to various aspects of Champions of Regnum |
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04-23-2008, 01:04 AM | #101 | |||
Master
Join Date: Jul 2007
Location: USA
Posts: 338
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Since you never listen to me while I'm me, I'll try copying YOU, Val :P
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I hope read it... unless I'm ignored, like the other 13 people.
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04-23-2008, 06:46 AM | #102 |
Marquis
Join Date: Sep 2007
Location: Australia
Posts: 2,439
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No, it wouldn't. Only if it was given to marksmen.
Knights have good knockdown and dizzy as their offensive power to make up for their lack of dmg (as well as defense but marksmen have better defense than hunters) so I think hunters should get some more control spells too. |
04-23-2008, 10:04 AM | #103 |
Count
Join Date: Jul 2007
Location: France
Posts: 1,416
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Two "cannot attack" spells in the same tree would be unbalanced, it's among the strongest effects. And 15s, are you out of your mind? The longest cannot attack is 9s, and isn't even ranged, and you want a 15s ranged spell with the same effect?
With cannot attack you can still buff yourself. With confuse you can only attack others. Those powers are almost the strict opposite, Confuse is worse against a defensive class and Cannot attack worse for an offensive class. I fail to see how the fact that you can use attacks and damaging spells justifies Confuse to have a duration 4.5 longer at level 5. My lv50 support Conjurer has 2 spells available under Confuse: beetle swarm & pricky ivy. Plus regular hits of around 30dmg/hit. Yay. (of course now I'll hear about DI and/or setting up with a Zarkit, and it will be the same answer. Saying Confuse is balanced because of DI is the same as saying South Crossed is balanced because of Heal Ally and Material Wall...).
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04-23-2008, 04:25 PM | #104 |
Banned
Join Date: Jul 2007
Posts: 1,994
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Almost nobody uses lvl 5 confuse, it requires lvl 19 tricks. I venture to say that 95%+ of the archers in the WZ do not have lvl 19 tricks. With lvl 4 confuse, a conj will have the effect wear off before i can kill him in almost all cases. I don't use a pet, true, but i have much stronger bow skills than a typical hunter who does. I've won lots of fights after being confused, as long as it's a 1 vs 1 and i have a good supply of mana. Confuse doesn't stop a player from unloading in an opponents face with every offensive spell they have. Confuse makes evasion almost impossible, but you can still fight.
I thought there were some 15 second stuns. No? Isn't the one warrior area a 15 sec knockdown at lvl 5? I know distracting shot is 15 sec, but that gets dispelled if target is attacked, making it pretty useless in group battles. What about master of doom? That lasts 60 seconds doesn't it? And in a gigantic area to top it off. If you want to make the case for an overpowered dizzy spell, that one is staring you in the face. |
04-23-2008, 05:04 PM | #105 | |||
Count
Join Date: Jul 2007
Location: France
Posts: 1,416
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Once again you think as a Hunter only. You have a passive speed which is the best tool one could use against Confuse. Quote:
Max KD duration is 9s. It would be easier to discuss balance if you knew about spells, classes, effects, etc. Quote:
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04-23-2008, 05:33 PM | #106 | |
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Join Date: Feb 2007
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although mod is only range 15, it's easy to get out of, although you have to take positioning lag into consideration too, which side is it on, the warlock who might be further away than he think or the other one who just can't get out of range. |
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04-23-2008, 05:46 PM | #107 | |
Count
Join Date: Jul 2007
Location: France
Posts: 1,416
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Btw it's definitely not easy to get out of MoD range except for a Hunter. You can't cast speed buffs once dizzy, and Warlocks run just as fast as any non-buffed class except Hunters.
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04-23-2008, 05:50 PM | #108 | |
Count
Join Date: Jun 2007
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In the future we will jump! <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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04-23-2008, 05:54 PM | #109 | |
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04-23-2008, 05:56 PM | #110 |
Banned
Join Date: Jan 2007
Posts: 1,145
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MoD will be readjusted soon i guess, if they finnally start with the warlock changes i guess mod will be changed to 20 secs lvl 1 and 10+ per lvl.
Anyway MoD had always his trick, all warlock fail in the same place, they use terror + mod so you are not dizzied when you got up. This means 10 people clicks and cast a skill on the same warlock when they recover from the knockdown, that usually means a dead warlock and no people dizzied. The other thing is using a dizzy spell and they advance with mod, its pretty funny when you see a tremor on the whole group and a warlock getting close with his MoD. You only have to get close to avoid the dizzy effect of the MoD. What reminds me of a thing, why darkness and confuse could be used while you are knocked or even under the effect of another darkness/confuse. Its pretty lame seeing how they knock you and they cast confuse on you :S. |
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