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Old 08-15-2014, 07:58 PM   #301
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I liked the test, it seemed to work pretty well.

People were complaining that barb damage is way too high, though. I can appreciate the higher conjurer heal for that reason.

The new mind blank still seems pretty reasonable, activatable with 120 cd so that you can't recast fast (but if it's already pre-casted it is easy to bring it back up again after deactivate for ivy/beetle etc). But I can't find the points for it with the new mental system (atm).
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Old 08-15-2014, 08:05 PM   #302
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I really enjoyed the RvR test on Amun. I played Barb and Conju, there is a lot to get used to but over all it was great fun!

I certainly didn't miss the freeze areas, but we got barb areas in return. When there are no knights with auras around, 4 or 5 barbs can easily decimate a big group of enemies with their areas. These might have to be toned down a little in the future.

Playing barb was nice, the defense nerf was noticable (mainly by enemy barbs who hit very high on me) although I think we'll have to get used to that. High damage comes with a price. I also love to see people use Rippost and all kind of spells which were useless before. This creates diversity in setups, which is nice.

Conju gameplay was real good. The new heals are awesome and very understandable now that shieldwall was toned down. Also timemaster is actually a very fun spell to have. Mindblank is something I really have to get used to, I find the cooldown still a bit high for an activable spell. I hoped it would be a bit more like defensive stance. A lot of conjurers rely partly on energy borrow to keep their mana up and this is also not possible to cast with mindblank on. I personally prefered the steel skin version or the -80% damage on mindblank version of this. But that's just my opinion.

And I hope you didn't forget to look at the accesability of the castle peninsulas now that there are save guards there. Last time I checked their range seemed a bit too high to pass safely with a big zerg, especially at Imperia.

Other than that big +1.
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Old 08-15-2014, 08:46 PM   #303
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Default Test fight at Amun

I tried lock and sm set conju ;o)

Lock
Frozen storm; will be used in other ways now. It no longer works for splitting a zerg in two, wich is sad couse was one way a lesser force could inflict some dmg on a bigger gang. In rvr ppl toss aoe all the time, the stun got broken instantly at the test war. It will work fine in smaller scale fights though.

MP; less efficent ofc but as it was a big war I wasent as targeted as i tend to get back in haven.

Sultar; I sure will miss the projection (1) and the 0 range The need of gettin closer to cast means higher risk to get dizzy. Again in huge fights with lots of locks this is not a problem. The fact that what staff you use is gettin to only a matter of cs sux though ;/


SM set warju
bypasses most problems with new MB, ppl will need to learn to handle this reborn nemesis... Gear dependent ofc but was great fun I still think its hard to take away the low lvl mentals that full support conju used to have like ivy (1), beetle (1), and such. I doubt I will even bother with it if i have to toggle MB on/off. Makin conju less fun overall.

I like the randomness of resists and evades, it brings suprises and you must learn to have a plan B and C and D and.....

Overall i think the update is very promising! Keep up the good work!

/A

PS Thanks everyone for the fun test fight <3
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Old 08-15-2014, 08:49 PM   #304
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Quote:
Originally Posted by Tamui View Post
Is it possible to give Unstoppable Madness a better visual? And Divine Intervention for that matter.

This i second - imho every buff should be checked if visual feedback is visible enough and if it stays visible for the whole duration!

I.e. and esp. DI (animation fades before buff ends), UM (hard to spot on Distance and hidden by name when selected), MB ( now fixed?), ArcDev ( anim fades too soon), retaliation ( same), tfb ( same), confuse ( hard to spot ), dizzy ( no animation at all, wtf ), slow effect ( no animation), ..
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Old 08-15-2014, 10:01 PM   #305
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Quote:
Originally Posted by Tamui View Post
Is it possible to give Unstoppable Madness a better visual? And Divine Intervention for that matter.
Absolutely. Divine Intervention could definitely use a more permanent visual. I see a blue light at the beginning, but the entire duration is invisible so you end up wasting precious time trying to stun a barb running at you when you actually can't.
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Old 08-15-2014, 10:09 PM   #306
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Originally Posted by Wi3ld View Post
Absolutely. Divine Intervention could definitely use a more permanent visual. I see a blue light at the beginning, but the entire duration is invisible so you end up wasting precious time trying to stun a barb running at you when you actually can't.
Also makes no sense that a warrior with high damage can catch a scouting class lol. (Bring back old wild spirit :3)
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Old 08-15-2014, 10:09 PM   #307
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Quote:
Originally Posted by _Enio_ View Post
This i second - imho every buff should be checked if visual feedback is visible enough and if it stays visible for the whole duration!

I.e. and esp. DI (animation fades before buff ends), UM (hard to spot on Distance and hidden by name when selected), MB ( now fixed?), ArcDev ( anim fades too soon), retaliation ( same), tfb ( same), confuse ( hard to spot ), dizzy ( no animation at all, wtf ), slow effect ( no animation), ..
You are right with all of those. Would like to add SW/SS need an obvious animation after the casting animation, PB too easy to hide.

Idk if many people are effected by this one or just me, but if a conju casts sanctury inside a fort and uses door i don't see the sanctury animation at all, same for MoD. Also MoD animation gets stuck way too often for me.

On Linux SotW animation is stuck in ground, which makes it really hard to see on some terrains, especially PB/PB2 and Efe.
SotW animation is stuck in ground

Since Ethereal Mantle is still TBD i'd like to revive this suggestion. http://www.championsofregnum.com/for...d.php?t=101128
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Old 08-15-2014, 11:37 PM   #308
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Quote:
Originally Posted by Hollow-Ichigo View Post
Idk what class you play but a marks without mana can't do anything
Archers aren't meant to go toe-to-toe with other classes. He wasn't kiting, he wasn't moving in and out of range, he wasn't trying to chain his spells. I did see the resisted Winter Stroke in the first clip, but he did nothing to follow up after that. She didn't even keep him under a chain the entire time. If an archer stays in one spot, he shouldn't hope to win a fight against a mage or warrior.
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Old 08-15-2014, 11:46 PM   #309
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Quote:
Originally Posted by 3secretsofbattle View Post
Archers aren't meant to go toe-to-toe with other classes. He wasn't kiting, he wasn't moving in and out of range, he wasn't trying to chain his spells. I did see the resisted Winter Stroke in the first clip, but he did nothing to follow up after that. She didn't even keep him under a chain the entire time. If an archer stays in one spot, he shouldn't hope to win a fight against a mage or warrior.
I fought that same warju. After she drains your mana in seconds you rely on normals, then she'll beetle you, so there's another few seconds where you can't cast powers (because no mana) or shoot normal attacks. She'll then knock you down with will domain, tank you for a while then beetle you again. Trying to break that barrier with force armour and karma mirror is hard when you have no mana for recharged arrows, then you get distracted with 4 zombies and a Lich on your ass while the conjurer is pounding you with arcane missile. Him moving around would have made no difference, so I don't really see your point.
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Old 08-16-2014, 12:21 AM   #310
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Quote:
Originally Posted by Wi3ld View Post
I fought that same warju. After she drains your mana in seconds you rely on normals, then she'll beetle you, so there's another few seconds where you can't cast powers (because no mana) or shoot normal attacks. She'll then knock you down with will domain, tank you for a while then beetle you again. Trying to break that barrier with force armour and karma mirror is hard when you have no mana for recharged arrows, then you get distracted with 4 zombies and a Lich on your ass while the conjurer is pounding you with arcane missile. Him moving around would have made no difference, so I don't really see your point.
You can burst of wind her before she's in range for ivy or any other spells. Moving in and out of range or kiting would have made sure she wasn't able to use the majority of her CC's. I'm assuming this was before the warjur nerf, since she's still casting with mind blank up, so you could treat it like any warjur fight. An archer can't expect to fight close combat against a warrior or mage, even if you start with the upper hand.

Even when he had mana, he wasn't using it on anything useful. I saw him using fire rain a couple times as well, and that's not worth it. The second time I don't think he even hit the lich next to her.
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