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General discussion Topics related to various aspects of Champions of Regnum

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Old 08-17-2010, 09:54 AM   #211
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Quote:
Originally Posted by e30ernest View Post
Chilko can we move into a less CC-centric and DPS dependent gameplay and increase the effects of performance debuffs (like -HC, -AS, -CS, -ststs)?

That should add more tactics to the game too.
I would really like this. +1
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Old 08-17-2010, 10:06 AM   #212
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On an unrelated note, 1 Constitution point should equal 25 HP and one Intelligence point should equal 10 mana for all classes.
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Old 08-17-2010, 03:38 PM   #213
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Originally Posted by tjanex View Post
Every safe can be camped if you do it well :P
I agree with that
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Old 08-17-2010, 04:24 PM   #214
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Originally Posted by tjanex View Post
Every safe can be camped if you do it well :P
But not every save has a bottle-neck that forces those who are saved there to run down a corridor (running the gauntlet) and face archers' fire, whom they cannot immediately attack if they are warriors.

This problem is very obvious to all but the tactically-blind. Since warriors don't have range, we have to chase down archers. Kinda hard when they are standing on a 10m high cliff face which requires us to have to run down a ravine to find a way up, all the while they whittling away at us with ranged attacks.

This currently would be the only save with that feature. So no, no other save would have this level of "campability". Every other save, if camped, is on the level, meaning a warrior can run in any direction to get away from/get to where he wants to go with a chance of escape OR tacticaly out-maneuvering the archer.
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Old 08-17-2010, 04:52 PM   #215
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Even marksman can use escaplit + Sotw so why nerf hunter? NERF MARKSMAN!!
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Old 08-17-2010, 05:09 PM   #216
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Quote:
Originally Posted by -Kalid- View Post
Even marksman can use escaplit + Sotw so why nerf hunter? NERF MARKSMAN!!
Those spells were nerfed/changed for both classes, whats your point?
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Old 08-18-2010, 12:20 AM   #217
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Can't see if anyone's noticed this yet, but....

I noticed something weird with spell damage on hard and very hard mobs (on Amun), so I got out my lowest damage per hit two handed weapon, discarded all my damage buffs to rule them out (this doesn't seem to have had any abnormal effect) and got this....

AmunDamageWTF.jpg

Only seems to happen on Hard and Very Hard mobs (I tested on ignean orc marauders and ignean orc warriors), don't know if there's a similar effect on players.

(On the other hand marshall reflexes gives me so many crits now that I can easily kill the same mob in three hits).
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Old 08-18-2010, 02:21 AM   #218
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Quote:
Originally Posted by Kyrottimus View Post
But not every save has a bottle-neck that forces those who are saved there to run down a corridor (running the gauntlet) and face archers' fire, whom they cannot immediately attack if they are warriors.

This problem is very obvious to all but the tactically-blind. Since warriors don't have range, we have to chase down archers. Kinda hard when they are standing on a 10m high cliff face which requires us to have to run down a ravine to find a way up, all the while they whittling away at us with ranged attacks.

This currently would be the only save with that feature. So no, no other save would have this level of "campability". Every other save, if camped, is on the level, meaning a warrior can run in any direction to get away from/get to where he wants to go with a chance of escape OR tacticaly out-maneuvering the archer.
Hence I suggested earlier some cover in the form of rocks / trees (in ravine) on either exit that can give warriors a way to approach without damage.

Art.
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Old 08-18-2010, 12:13 PM   #219
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Quote:
Originally Posted by Arafails View Post
Can't see if anyone's noticed this yet, but....

I noticed something weird with spell damage on hard and very hard mobs (on Amun), so I got out my lowest damage per hit two handed weapon, discarded all my damage buffs to rule them out (this doesn't seem to have had any abnormal effect) and got this....

Attachment 30530

Only seems to happen on Hard and Very Hard mobs (I tested on ignean orc marauders and ignean orc warriors), don't know if there's a similar effect on players.

(On the other hand marshall reflexes gives me so many crits now that I can easily kill the same mob in three hits).
Mob difficulty seems to work on an armor system. If you land Protection debuffs on hard mobs, they become much easier.
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Old 08-18-2010, 01:04 PM   #220
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haha i actually like this, although the part about crits. You tyipically see some1 hitting 200s then critting 450-500s, and then you say make the crits bigger? Scary part: normals will be high but crits 3times more. Unless it's meant to do more amounts of crits but less dmg. Either then this complaint I like the new upgrade ... i guess






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