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General discussion Topics related to various aspects of Champions of Regnum

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Old 07-22-2010, 01:13 AM   #261
Skjringsaal
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Quote:
Originally Posted by Lumi_Alsius View Post
Well you have came up with a solution yourself.

If you want to nerf a Sultar's Terror, make it a chance knockdown, not 100% knockdown. Area and damge stays the same but knockdown is 30% only.
I find this terrible. It's like frozen storm (I don't know exactly the english name of the spell), but with better damage. Terror gives a chance to the warlock to be useful against 2 or 3 enemies atacking him first, because he's the most fragile. In compensation, an archer has SoTW, a conjurer has sanctuary or iron skin, a barbarian has u. madness, a knight has army of one.
It would be enough with -20% ranged damage -20% physical damage in "¿auras? /buff" given for knights, mana pylon and mass dispell. One of the suggestions in spanish forum was put to mass dispell or/and dispell the short immnuity for controls.

I'd like to add that an army could prevent Sultar's Terror if it would be range 30 instead 0, and think again about put a half cooldown for spells which have been canceled while they were casted by any control spell (for example, Terror canceled by meteor).


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Last edited by Faladithz; 07-22-2010 at 01:39 AM.
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Old 07-22-2010, 01:37 AM   #262
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Originally Posted by Faladithz View Post
IIt's like frozen storm (I don't know exactly the english name of the spell), but with better damage
I think if you can not figure out a difference between an effect of freeze and an effect of knockdown, you should not post in any threads that discuss balance.
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Old 07-22-2010, 01:49 AM   #263
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I am just interested in defending my argument with what I will write. Any penalty can provide to a player a door to the strategy. Using frozen storm (or whatever is its name), you affect just a part of the players, which in war is a good result for what we are looking. But moving this change to the situations that a warlock faces in the map, without walls or conjurers. It just has master of time, master of doom, twister, and all them need time and short range to be casted.

I find this suggestion terrible because it turns a warlock almost as vulnerable against many atacks of archers as a barbarian with less healt and less defenses. Which is in a bad situation nowadays.

Sorry for my bad english, and I don't need to explain that the argument is about the impact of the effect in a battle without walls. Other comparison could be frozen storm vs master of time for defenses (considering how many players are affected).
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Old 07-22-2010, 01:50 AM   #264
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Originally Posted by Kyrottimus View Post
......
I like most of the changes, but I fear it is incredibly barb favoring, a bit too much. I might also add some more buffing for marks, without creating a bigger imbalance with the uber-gear ones.
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Old 07-22-2010, 03:54 AM   #265
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Originally Posted by Kyrottimus View Post
Beetle Swarm would have range reduced to 15m (it's a friggen defensive spell, should be used more as such).
I slightly agree (because they are really favouring warriors too much imo) with most of your ideas, except this one.
Beetle Swarm is fine, and you know it.
Reducing its range to 15 would make it unefficient against marks, SM bitches, hunters, zarkits, etc, and knowing that it's sometimes the only way to stop them from minigunning from range, it'd be really devastating for mages esp. Conjurers, and it wouldn't solve the spam of it in RvR at all... (which is caused by ranged vs melee imbalance, not the spell itself...)
Really stop thinking that this spell is designed against warriors only...
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Last edited by Shining-Scias; 07-22-2010 at 04:19 AM.
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Old 07-22-2010, 03:51 PM   #266
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I agree with Shining-Scias Bettle Swarm is 5 to 9 seconds of unable to attack with a cool down of 40 seconds it's not like one person can spam it on you over and over. You can run around a locks to stop them casting in the mean time or find a tree, it's not hard, Bettle should be left alone.
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Old 07-22-2010, 04:11 PM   #267
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Originally Posted by Nekoko View Post
You can run around a locks to stop them casting in the mean time.
That hasnt worked for years, they only need to be facing you for the first split second of the cast, (no hard with mouse turning) after that you could be 10ft behind them and still get cast on.
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Old 07-22-2010, 05:19 PM   #268
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Quote:
Originally Posted by Umaril View Post
That hasnt worked for years, they only need to be facing you for the first split second of the cast, (no hard with mouse turning) after that you could be 10ft behind them and still get cast on.
This has worked for years, now it doesnt anymore. Anyway it might help, some mages dont use the mouse but the keyboard to turn around and are to slow to get into the right position to start casting.
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Old 07-23-2010, 09:55 PM   #269
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chilko tell me one thing, are you planning to fix drop for special shields someday? :>
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Old 07-23-2010, 10:19 PM   #270
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Quote:
Originally Posted by Pakos View Post
chilko tell me one thing, are you planning to fix drop for special shields someday? :>
lol you really want that shield

but you will just be quoted (maybe) and told that this is not the right thread to talk about this
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