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General discussion Topics related to various aspects of Champions of Regnum |
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02-01-2017, 03:48 PM | #171 |
Apprentice
Join Date: Nov 2009
Posts: 52
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Much appreciated!
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D i o s
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02-01-2017, 05:49 PM | #172 |
Initiate
Join Date: May 2015
Location: 'B-F-Egypt', Virginia, U.S.A. (please pity & forgive us poor american fools!)
Posts: 143
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Well as i guess the new update is coming soon. I think one easy change you can make is making lvl 55+ eligible for tdm, it will help to do tdm a lot, and please fix the common tdm bugs.
Also i have thought about something, for TDM. In many games if your level is lower for a proper match, your stats change. Well basically, it is very easy, any lvl 55+ should get the same stats (attributes) as any other level 60, but cannot wear lvl 60 gear. Increasing armor points, attributes, damage, mana, health, may give a really equal fight. And well being high leveled dosent mean anything, you cant get xp from tdm, no wmc, no rp, just CC. And when u come back u cant wear champ stuff anyway. So i think it will be very equal and satisfying for every party that way. |
02-01-2017, 06:10 PM | #173 | |
Count
Join Date: Aug 2009
Location: United Kingdom, England
Posts: 1,038
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Quote:
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02-01-2017, 08:26 PM | #174 |
Master
Join Date: Nov 2012
Location: Kogoruhn
Posts: 319
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Def stance: I've tested the new version of it against a barbarian. The results are, that barbarian damage is still higher than before update(despite what description of the update might suggest), that is where barbarian was hitting me with def stance 200 normal hits before, now it is over 320. That doesn't sound too good for a support knight.
As for other classes hitting knight in def stance, that looks fine. It's somewhat higher than before, but that was the purpose. Just the fact that barbarian hits knight higher than before update isn't good at all, especially for support-tank knights. Stalagmite: Reduce cooldown to 15seconds as fireball has. For a spell with such effect is 25 seconds too much.
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02-01-2017, 08:37 PM | #175 |
Initiate
Join Date: Jul 2009
Location: Any place that has beer
Posts: 179
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Hey Frosk - I thought the trade off was ranged normal's would be higher but barb normals would be lower???
What gives
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02-01-2017, 09:58 PM | #176 |
Master
Join Date: Mar 2010
Location: Georgia
Posts: 386
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Lol when did they ever state this.<<<<<<(sarcastic mode because some of you took it to heart) These changes need to be implemented before changes to barbs/conjs can be made as Frosk and others have stated throughout this thread.
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Haven ~ Daggers/Miles Long *Retired* Ra ~ Cloaks/Elongated Last edited by Pery3000; 02-02-2017 at 12:07 AM. |
02-01-2017, 10:25 PM | #177 | |
Master
Join Date: Nov 2012
Location: Kogoruhn
Posts: 319
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Quote:
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02-01-2017, 11:50 PM | #178 | |
Master
Join Date: Mar 2010
Location: Georgia
Posts: 386
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But I also understand that some barbs would never hit knights above 300's. I don't have that problem. My guess is that my normal's will be around 650+. Also NGD said nerfs would come after this update to barbs and conjs. We are complaining about changes to something when barb hasn't been looked at yet. How do we know barb dmg won't be reduced in some way? How do we know if NGD will increase knight defense after it test's this current live update? Allow time for them to discern the situation please. I would assume fulmi/dual's to be looked at. I just don't like how people are saying the knight class is fully useless now. Do we forget how useless support knights were at lvl 50? a01 was the only saving grace.
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Haven ~ Daggers/Miles Long *Retired* Ra ~ Cloaks/Elongated Last edited by Pery3000; 02-02-2017 at 12:06 AM. |
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02-02-2017, 12:08 AM | #179 | |
Master
Join Date: Nov 2012
Location: Kogoruhn
Posts: 319
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Tested on normals, where barb hit me before 200, now around 320. Tested with fulmi norm, where barb hit me 750 before, now it was more like 550. AP bonus kind of works that way. Resists reduce damage moreless same no matter how high the damage is. And also, for a knight fulmi isn't a real issue. It's just few moments which you've got to cover, with PB, Ao1, kick or smth. But well, it's all theory for now. In war, there are auras, there are overbuffed barbs, so everything might look different after update. But it's pretty twisted to say that Knight is one of most balanced classes and subsequently do such drastic changes on it.
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02-02-2017, 12:10 AM | #180 |
Master
Join Date: Jul 2009
Location: Poland
Posts: 472
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They buffed knight support spells and gave one of the most usefull supporting spell in this game. In what kind they nerfed support knight? they just removed protection buff from defensive stance which was joke anyway. New passive resist and def stance will give better damage reduction against good equipped barbs and fulmi hits. Knight will be OP now for sure.
and please reduce cooldown of Stalagmite, thanks.
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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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