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Old 11-12-2013, 06:17 PM   #21
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And what about WZ bosses? When will their level be raised to 60 at last? Level 60 drops?

Lock spell bar option?
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Old 11-12-2013, 07:07 PM   #22
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Originally Posted by errei View Post
u rly think marx are underdog? and that knights are fine?
I never said marx are underdog, but, just because a class is OP, doesn't mean there aren't things that need to be fixed, but not nerfed. Marks shouldn't have strategic position, hunters should. But recharged arrows shouldn't make it next to impossible to grind at lower levels and it shouldn't force you to have to have a conj if you want to do anything impressive.

Knights are fine. They are the second most balanced class, arguably the first. Conj being the first/second. Every other class needs nerfed(coughbarbscough) or boosted(coughhunterscough) or both of these things(coughmarks/lockcough)
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Old 11-12-2013, 08:39 PM   #23
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Originally Posted by AnonymouslyAnonymous View Post
I never said marx are underdog, but, just because a class is OP, doesn't mean there aren't things that need to be fixed, but not nerfed. Marks shouldn't have strategic position, hunters should. But recharged arrows shouldn't make it next to impossible to grind at lower levels and it shouldn't force you to have to have a conj if you want to do anything impressive.

Knights are fine. They are the second most balanced class, arguably the first. Conj being the first/second. Every other class needs nerfed(coughbarbscough) or boosted(coughhunterscough) or both of these things(coughmarks/lockcough)
This game will never achieve perfect balance, some classes excel at certain situations while they are pitiful in others. The only way to achieve balance is to give all 6 classes the ability to do everything (heal, tank, deal damage) which is not what I would like to see happen.
I agree barbs should be nerfed, but what happens when they do? Another class will be nerfed after because that class is now the overpowered one. It's an endless cycle that can't be stopped IMO.
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Old 11-12-2013, 08:45 PM   #24
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Marks shouldn't have strategic position, hunters should.
Hunter defence would be too good and people will cry because they dont die fast enough.
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Old 11-13-2013, 01:21 AM   #25
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Originally Posted by Ponter View Post
Soon

(short text short text)
About damn time for a system overhaul on warlock. and plz plz let it not be another under the table nerf on the next update. I want to see the rise of warlock again after years of utter humiliation by marksmen XD
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Old 11-13-2013, 01:25 AM   #26
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Originally Posted by Hollow-Ichigo View Post
Hunter defence would be too good and people will cry because they dont die fast enough.
something is gotta change there. marksman class being offensive in nature should carry less defensive spells than hunter of defensive nature. and strategic position is that spell that offset the balance.
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Old 11-13-2013, 01:28 AM   #27
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Quote:
Originally Posted by AnonymouslyAnonymous View Post
I never said marx are underdog, but, just because a class is OP, doesn't mean there aren't things that need to be fixed, but not nerfed. Marks shouldn't have strategic position, hunters should. But recharged arrows shouldn't make it next to impossible to grind at lower levels and it shouldn't force you to have to have a conj if you want to do anything impressive.

Knights are fine. They are the second most balanced class, arguably the first. Conj being the first/second. Every other class needs nerfed(coughbarbscough) or boosted(coughhunterscough) or both of these things(coughmarks/lockcough)
maybe give hunters more spell options and less speed so they would stop kiting with mobility wild spirit and ensnaring all day long which is fucking retarded. and btw conju is the most op class in the history of regnum and ndg hasn't really touched that class compared to others because conju's primary function in war has always been support and nobody would complain about a doctor staying behind the front lines right? unlike warlock being an offensive class, every single spell that stands out in combat even just a tiny bit gets nerfed because ppl get killed and they complain.
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Old 11-13-2013, 10:29 AM   #28
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I think mobility and wild spirit has been nerfed enough. Inb4 ensnaring arrow mm speed is reduced to 5%
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Old 11-13-2013, 12:19 PM   #29
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Originally Posted by Slartibartfast View Post
Not sure this is a good idea, but we will see. 15 minutes is often not enough to recapture fort captured by enemy. Take in account that in some situations even coming to fort takes 5+ minutes, for example from Imp to Trelle, if no WM mages to cast teleports.

Second, please revert relic carrier time back to 30 minutes. If relic carrier is not mounted and with fight on the way, it's almost impossible to get relic from Shaana/Efe to Imp in 15 minutes. Relic carrier will die.
+1 Slarti, on both points

Yeah reducing the relic carrier time so that relics aren't trolled so much is complete fail. Trolls don't care about relic timer, yet 15 minutes is not enough time to carry from Shaan/Efe to Imp (or vice versa). This timer should be 20+ minutes, and honestly I didn't see anything wrong with previous 30 minute timer.
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Old 11-13-2013, 03:14 PM   #30
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Originally Posted by Frosk View Post
We're opening up this thread to share the changes and improvements that will be added as time goes by in the next version of the game.
I noticed that there is block on relics now on Haven, reported 10am - 5pm GMT. Our realm is also devastated so the normal group(s) can't do Dragon. Nobody wants to attack (or defend) a fort since we can't get relics, and others can't do dragon = BORING, so everybody "logs off".

Fail NGD.

What NGD doesn't seem to grasp is that EVERY successful invasion has ALWAYS been from overpop realm. To limit relic captures and/or forts during certain hours simply discourages gameplay. Multis switch realm, and single realm players get bored and log off. The game is now even more boring than it ever was.

During times of the year when overall server population is low, realm population is drastically affected by multirealmers moving realms. The effect of such measures is simply to further encourage multis to move to another realm. This amplifies the imbalance during invasions. We don't need measures in place that further encourage folk to switch realms.

What is needed is a motivation for realm defenders to defend a realm, which also work during low population times. Multis always switch to the attacking realm, because they get wish, noble, etc, not to mention farming/zerg mentality. Defenders get nothing, so most everybody "logs off" during invasion. Rather than implement measures to discourage gameplay, as has been done now, I think NGD should implement measures to encourage balanced gameplay, ASSUMING MULTIs. Although NGD officially looks the other way regarding multirealmers, they fail to account for multirealming behavior in their game design, and that's the fundamental flaw in CoR. Reducing gameplay when population becomes low = fail.

Sorry to be brutally honest, but you did ask for input on the changes...

Some specific examples of how you might encourage balanced invasions:
  • Perhaps have a pool of rewards (like a boss drop - gold, wmc, gear, etc) that active defenders share, perhaps similar to how RP is calculated. Something like you get a percentage of the pool based on how much damage you do to attackers during the invasion. That way multis can't log in "afk" alts during the invasion to collect a portion of the reward! The size of the pool can be scaled by the imbalance. The reward can be presented as "Your noble rewards defenders of the realm for their service", etc
  • Attackers have to split reward which is also scaled by the imbalance during the invasion. So for XP bonus, wmc etc, if there was 30 attackers and 6 defenders, attackers get 20% of the normal reward (and 5x the reward if reversed!). There are various ways to count attackers and defenders, and the example shown here is an oversimplification to illustrate the idea.
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