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Old 08-14-2014, 10:17 PM   #251
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Quote:
Originally Posted by schachteana View Post
nice changes, it keeps getting better!


why is that? Sulzing was the only spell where ANY of the staff values actually matters. Now you don't even need a range 30 staff anymore

concerning DI: Nice change, although I think that firstly, DI needs a permanent animation and even more importantly secondly, UM+DI is too strong when combined (I think I said that somewhere already, sry)


The problem isn't cold blood, it's the way amulet damage (or armor calcultaion, you decide) disproportionately distorts ones damage (specially for archers).
"Normal" hunters urgently need cold blood

PS. @NGD
Have you ever considered to actually include the France & German community into gaining feedback about current game development? If any of them wanted to take part in any discussion, they have to use a proxy server to register.
The German GM team is quite motivated at the moment (inept but motivated), they'd love to send you some ideas, I bet.

PS2.
you also forgot to add some changes about mind blank (cooldown, activatable stuff)

PS725.
when having mind blank and/ or steel skin active, you can still cast will domain, silence, mind push, imps etc.
guess this is intended
PS725 - its intended, but consider conjurors wont be able to use any damaging mentals anymore. No more beetle swarm, no more ivy, blaze, arcane missile, sultars...MANA BURN....What a half assed nerf of warjurs...Just get rid of shared trees...because you obviously cant "fix" one thing without breaking several others.
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Old 08-14-2014, 10:23 PM   #252
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Quote:
Originally Posted by 3secretsofbattle View Post
PS725 - its intended, but consider conjurors wont be able to use any damaging mentals anymore. No more beetle swarm, no more ivy, blaze, arcane missile, sultars...MANA BURN....What a half assed nerf of warjurs...Just get rid of shared trees...because you obviously cant "fix" one thing without breaking several others.
This lol.

More feedback will be added later on.
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Old 08-14-2014, 10:25 PM   #253
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Quote:
Originally Posted by Frosk View Post
- Fixed: Skill casting is now interrupted when equipping or unequipping items.
Great! It would also be nice if you couldnt switch a armour set on the fly or during fights.
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Old 08-14-2014, 11:20 PM   #254
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Quote:
Originally Posted by pieceofmeat View Post
Great! It would also be nice if you couldnt switch a armour set on the fly or during fights.
What's wrong with doing this?
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Old 08-14-2014, 11:39 PM   #255
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Originally Posted by Hollow-Ichigo View Post
What's wrong with doing this?
It can give you advantages such as movement speed, while never really get the disadvantages such as lower protection etc.

Not to mention that I think its rather rediculess switching leggings etc while moving or in a sword fight.

You can carry lots of shit for practical reasons, but to actually have them available when moving fighting etc makes it much more real, since you dont just store them.
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Old 08-14-2014, 11:54 PM   #256
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Thoughts regarding conjurer changes:

*Mind Blank: Cannot cast damaging powers. This makes confuse stronger against conjurers. If they have mind blank up and get hit with confuse, they can cast absolutely nothing for the entire duration of confuse. Since DI now has cooldown > duration, it is impossible to entirely prevent confuse. It would be nice if conjurers/mages got a spell that could be used dynamically to counter CC (similar to UM/SOTW/Precise Block) rather than just random chance with mind blank. If not, previous version with -80% damage was more balanced then this.

*Heal Ally: Good change reducing to +700 hp, we will have to try some fights to determine the right values. I would also suggest improving greater healing. Either reducing cooldown, increasing area, or increasing hp. You've increased the strength of many damage areas, but healing areas remain the same.

*DI: Increasing the cooldown doesn't change the strength. A barb with DI is still ridiculously hard to fight, it's just that fewer players will have DI. DI is only really needed because confuse hurts conjurers so much. Change confuse and change DI.

Overall, the changes seem to be tending towards making conjurers into just heal spam bots standing far away from the fight, which is very boring. Mentals lets conjurers defend themselves and also actively influence the fight instead of just babysitting everyone's hp. Give conjurers changes that makes the game interesting and dynamic.
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Old 08-15-2014, 12:10 AM   #257
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Quote:
Originally Posted by Hollow-Ichigo View Post
What's wrong with doing this?
You can use the advantage (high armor stats) with the disadvantages (limited access to stats) of one armor during "combat" and switch a whole set of equipment for example during ambush+coldblood (dragon set hunter) to get one additional cb shot, that deals a lot of dmg.
Same goes for almost any class, maybe except the knight.

Quote:
Originally Posted by DogFish View Post
Overall, the changes seem to be tending towards making conjurers into just heal spam bots standing far away from the fight, which is very boring. Mentals lets conjurers defend themselves and also actively influence the fight instead of just babysitting everyone's hp. Give conjurers changes that makes the game interesting and dynamic.
I'm with you on that point, but I'm not sure if live will show this as drastic as you imagine. With clever usage and a lower cooldown on mind blank (Rito pls) this could be pretty fun while providing counterplay.
But, as I suggested, I would like to see chances go and give the conjurer access to a spell like we suggested, even if it's at cost of the current mind blank
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Old 08-15-2014, 01:11 AM   #258
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Quote:
Originally Posted by 3secretsofbattle View Post
PS725 - its intended, but consider conjurors wont be able to use any damaging mentals anymore. No more beetle swarm, no more ivy, blaze, arcane missile, sultars...MANA BURN....What a half assed nerf of warjurs...Just get rid of shared trees...because you obviously cant "fix" one thing without breaking several others.
that's nothing compared to what NDG did to warlock because we are heavily relying to CC in every fight...SMD mofo NDG!
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Old 08-15-2014, 01:21 AM   #259
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Quote:
Originally Posted by Frosk View Post
Hello there everyone!

- Fixed: Skill casting is now interrupted when equipping or unequipping items.
This also means multi-weapon setups will become mundane, as you cannot switch between then efficiently while using spells with cast time, for e.g., casting areas. The game could become clunky and it could hurt the dynamics of the game.

Also, if possible can you fix this old bug somewhat related to it.
http://www.championsofregnum.com/for...ad.php?t=87544
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Old 08-15-2014, 01:43 AM   #260
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Quote:
Originally Posted by esptupac View Post
that's nothing compared to what NDG did to warlock because we are heavily relying to CC in every fight...SMD mofo NDG!
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