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Old 08-26-2014, 08:49 PM   #411
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As Valour sayed he maybe drops Mind Blank - maybe i will do too. I always liked the hybrid setups more where you are not a healing bot and have a freedom to do more stuff.

We will adapt again. I rather stop playing this game than obey where they try to put us into.

Conju powa!
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Old 08-26-2014, 09:28 PM   #412
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Quote:
Originally Posted by ieti View Post
I rather stop playing this game than obey where they try to put us into.
I read this too many times, on english and spanish forums. And that's my personal opinion too. If announced warlock changes goes online, I'm off.
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Old 08-26-2014, 09:31 PM   #413
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NGD can you make force armor less shiny please?
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Old 08-26-2014, 09:35 PM   #414
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Quote:
Originally Posted by starshine View Post
NGD can you make force armor less shiny please?
There will be an update in the future in which we will review the specular factor on some materials so they don't shine like nuclear fusion
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Old 08-26-2014, 10:03 PM   #415
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Quote:
Originally Posted by Adrian View Post
There will be an update in the future in which we will review the specular factor on some materials so they don't shine like nuclear fusion
Thank you so much !!! I will appreciate it ^^ (and i'm sure all conjus will :P)

And Mind Blank needs lower cd
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Old 08-26-2014, 10:34 PM   #416
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Hey Everyone!

Please check out THIS thread for the final changelog and additional info!
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Old 08-26-2014, 11:53 PM   #417
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I've been realizing more and more the coming changes adress very important problems of Regnum, and is going to improve the game a lot surely, but is it really so hard to just reduce the overall resist rate? .. I don't know about others, but in my opinion this whole game is just a farce because it relies COMPLETELY on luck, and I am not even overreacting! how am I supposed to fight if there is a general chance of 50% that a spell is being resisted. I could show you logs and logs and logs of duels, fort battle situations and so on, but everyone knows it anyway. I stopped playing any class but conju because of this, it is just no fun at all to play a single second with these insane resists. I seriously do not understand how this hasn't been fixed yet. And please dont tell me that NGD has to "revamp internal formulas". It is a 15 minutes' work at maximum to change that one number. It surely can be relooked into at another time, but for the moment, there has to be done something about it. I just don't get that. How can a game development team possibly not consider fixing this problem within YEARS, and how can this NOT be the number one on the new roadmap
those resists break the entire game activity, but no developer bats an eye at all. I don't know what to say anymore, this whole situation is beyond my ken
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Old 08-27-2014, 12:29 AM   #418
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Quote:
Originally Posted by phlue4 View Post
i've been realizing more and more the coming changes adress very important problems of regnum, and is going to improve the game a lot surely, but is it really so hard to just reduce the overall resist rate? .. I don't know about others, but in my opinion this whole game is just a farce because it relies completely on luck, and i am not even overreacting! How am i supposed to fight if there is a general chance of 50% that a spell is being resisted. I could show you logs and logs and logs of duels, fort battle situations and so on, but everyone knows it anyway. I stopped playing any class but conju because of this, it is just no fun at all to play a single second with these insane resists. I seriously do not understand how this hasn't been fixed yet. And please dont tell me that ngd has to "revamp internal formulas". It is a 15 minutes' work at maximum to change that one number. It surely can be relooked into at another time, but for the moment, there has to be done something about it. I just don't get that. How can a game development team possibly not consider fixing this problem within years, and how can this not be the number one on the new roadmap
those resists break the entire game activity, but no developer bats an eye at all. I don't know what to say anymore, this whole situation is beyond my ken
+1 .
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Old 08-27-2014, 07:28 AM   #419
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another concern i have for archers is.....

op marks are now getting more op.damage isnt getting reduced but defences are.with sotw/escapist not being able to get used together,this creates huge problems for the normal player.there are players who hit my marks 500 normals,now they will hit slightly more.add on top of that they can hide behind the absolute certainty of the new sotw.this creates a scenario like this.

me VS luke.he buffs hawks gaze then sotw.then starts hitting me 500 normals and 750 crits thru my buffs.duration of escapist is 8 seconds.so he gives up on normals and casts spells which i have no defence against since ive buffed escapist.lethal strike 1.5k,ethereal 600,and room for 2 other spells of his choice.,im less than 30% health left now and my escapist has worn off.no point buffing sotw hes used most of the big spells.what options are open to me.to run thats all.now op marks will just buff sotw and pew pew normal hits/spells depending on what we buff.we cant shut them down with spells anymore.normal strength archers will be forced into running away for cover.in a fort this isnt a problem but in the open its game over.too linear for my tastes.
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Old 08-27-2014, 07:46 AM   #420
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Quote:
Originally Posted by Dumberest View Post
me VS luke.
He no longer plays, so your point is moot.
Marks get nerfed every update, to the point where I saw less and less. I've only started seeing more come out of the shadows recently because this update doesn't nerf the shit out of them. Let them have their moment, and for once, stop your moaning. Really, it's irritating.
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