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General discussion Topics related to various aspects of Champions of Regnum

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Old 04-25-2013, 10:35 AM   #31
Lebeau
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Point taken, Gents. I totally agree. Barbs hit TOO hard. !st, I'd am one of those who whole-heartily wants a %-based proportional soak system. Also, hand in hand with my knight recommendations above. I suggest nerfing barbs (& marks) as well, exactly as I have in the past. Both Berserk & Fulminating (& Rech. Arrows & Deadeye) should be 5% per lvl max. (25% at lvl 5), but barbs should acquire in compensation, Spring & UM of 12, not 10, sec. duration, Fulminating duration of 6, not 5, sec. ... & also, if NGD is willing to code it, the use of a minimal-type damage category of 'Thrown Weapons' (rng 10 beginning/15/20) for warriors. These would be inexhaustible, like archer arrows. Whenever selected target is beyond melee range, warrior would automatically attack with thrown instead. (Marks would recieve in compensation an UNnerfing of Rech. Arrows hp & mana-wise & perhaps a slight increase in Deadeye duration or a slight reduction in it's cd). Additionally, ALL classes would now recieve a standard & fixed value of 1.5 (or w/e) extra damage for each point of prime attribute, not the current 1 & 1.5 for some, but 2 for barbs. These aren't all the balances I'd put in place, but are the ones that address the concern of knight's loss of soak v barbs (marks). Nothing is in isolation, it all has to be done together, at same time & in a thought out way taking all into consideration ... otherwise, as wisely pointed out, increased imbalance & unplayability is invariably the result.

Last edited by Lebeau; 04-26-2013 at 01:40 PM.
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Old 04-27-2013, 07:03 AM   #32
-Aniara-
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Default personal knight anyone?

M
Quote:
Originally Posted by Recoil View Post
Knights need two abilities: 1) ability to forcefully switch all of the targets aimed at ally to himself 2) ability to switch target of a given enemy from whatever they are targeting to himself.

They should both be instant cast and reasonably cheap.

The fact that knights still (5+years into game development) have no ability like this says a lot about NGD as game designers.
That would give us di barbs with the HP of a tanking knight...might be a really bad sight.

The speed boost should involve mounts;-)
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Old 04-27-2013, 12:03 PM   #33
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Quote:
Originally Posted by -Aniara- View Post
That would give us di barbs with the HP of a tanking knight...might be a really bad sight.
Not such a bad sight when you consider that those DI barbs would be hitting *your* tanking knights
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