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Old 02-04-2014, 07:27 AM   #51
pieceofmeat
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Quote:
Originally Posted by TryHarder View Post
Put casting on the run in the game. This will make the game much more fluid
I dont know, you risk losing good old feel and dynamics that are equally important as fluidity.
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Old 02-04-2014, 01:26 PM   #52
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Hey,

nice to see you're getting it going.

I just have one thing that I didn't see mentioned yet:
Remove Dizzy from Best Attack.
Reasoning:
10 Second dizzy is just way to much, its already hard to escape from a fully buffed Barb and he still got enough other spells to stop you. (For dizzy: Howl)
This fits for all classes. Being silenced for 10 seconds, the barb will have AT LEAST 5 more seconds you can't stand him.

Why just don't remove the % dmg component:
Riposte is outdated for Barbs since it's cast-time, I think Barbs should have a 150% dmg spell. But like South Cross it doesnt need additional CC.

Maybe reduce Cooldown/Mana cost to further balance this as "SC replacement"

Maybe a 100% dizzy for 1-2 seconds would be possible as well, just for disrupting an enemy player would be fine as well, but don't lower CD/Mana cost.

Last edited by Ryan_Carmon; 02-04-2014 at 02:54 PM. Reason: Fixed Dizzy duration
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Old 02-04-2014, 01:56 PM   #53
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I would like to suggest, also, a spell that could make the mana, from hunter's pets, useful to the hunter.

The mana of the pet (which bar is there, close to the pet HP bar) has absolutely no utility, for nobody.

The mana cost to buff the pet with skin of the beast is insane (as the whole pet tree is somehow expensive)

what i would like to suggest is a spell which would make the hunter get like 300 mana (from hes pet) on lvl 5. as a malus it could make the pet loose some HP or whatever.

Quote:
Originally Posted by Ryan_Carmon View Post
Hey,

nice to see you're getting it going.

I just have one thing that I didn't see mentioned yet:
Remove Dizzy from Best Attack.
Reasoning:
9 Second dizzy is just way to much, its already hard to escape from a fully buffed Barb and he still got enough other spells to stop you. (For dizzy: Howl)
This fits for all classes. Being silenced for 9 seconds, the barb will have AT LEAST 5 more seconds you can't stand him.

Why just don't remove the % dmg component:
Riposte is outdated for Barbs since it's cast-time, I think Barbs should have a 150% dmg spell. But like South Cross it doesnt need additional CC.

Maybe reduce Cooldown/Mana cost to further balance this as "SC replacement"

Maybe a 100% dizzy for 1-2 seconds would be possible as well, just for disrupting an enemy player would be fine as well, but don't lower CD/Mana cost.
i completly agree with this. (tho i think its 10 seconds, and not 9).

Last edited by errei; 02-04-2014 at 11:12 PM.
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Old 02-04-2014, 02:08 PM   #54
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A huge problem I have with this game is that CC's last way too long. Nobody enjoys spending the entire fight on the floor or running around unable to fight back.

Either drastically reduce the duration of control spells or implement some kind of CC breaker spell available to all classes.
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Old 02-04-2014, 05:50 PM   #55
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Quote:
Originally Posted by Shwish View Post
A huge problem I have with this game is that CC's last way too long. Nobody enjoys spending the entire fight on the floor or running around unable to fight back.

Either drastically reduce the duration of control spells or implement some kind of CC breaker spell available to all classes.
I tend to agree, make spell effects shorter in duration, but please also speed up GCD and eventually casting times. It will make the game much more dynamic.

Knock and immobilize effects should be broken when a certain amount of damages is taken.

Stun effect should not last more than 10 seconds (but reduce cooldown times, as this one is easily breakable).

Dizzy should always be shorter than Confuse and Darkness effects.

No spell should last more than 1 minute (with few exceptions perhaps).
Ie. Divine Intervention, many buffs, Stalker Surrounding are far too long.

Also Camouflage, Stalker, and teleports should work like Mount, unable to cast if hit within 20 seconds.

Add more counter-measure spells, encouraging team work.
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Old 02-04-2014, 07:31 PM   #56
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Quote:
Originally Posted by Shwish View Post
A huge problem I have with this game is that CC's last way too long. Nobody enjoys spending the entire fight on the floor or running around unable to fight back.

Either drastically reduce the duration of control spells or implement some kind of CC breaker spell available to all classes.
Imo the CC's duration is like an identity for the game. I think many of who say comments like urs maybe just played another game with different mechanics, and liked it. Remember NGD is just trying to do some balance which shouldnt be too deep, they are not developing a new game.

Locks are an example of my first sentence. They were designed to be CC's machines, and there's when the enemy mages come to scene with their dispells, which can be an spammable spell (low cast, low cd, low mana) and mass dispels.

I think CoR has a lot of good war tools and ppl who doesnt use. Just many of them want to win the easiest way possible.

To be OT, my suggestions are:

Make winter stroke's cd longer (50 sec - 1 min), Burst of wind 7 seconds at lvl 5, 50% reduction of darkness' duration, Non-stackable dizzies and knocks from same spell (like 2x meteor), stacakble DoT's (from archers and mages) or a spell for mages and archers that enable this on the target (like a debuff). Give hunters strategic position, instant PA cast for knights.
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Old 02-04-2014, 09:04 PM   #57
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ethereal mantle needs bubble animation back.
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Old 02-04-2014, 09:57 PM   #58
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Quote:
Originally Posted by jorgeseg View Post
Imo the CC's duration is like an identity for the game. I think many of who say comments like urs maybe just played another game with different mechanics, and liked it. Remember NGD is just trying to do some balance which shouldnt be too deep, they are not developing a new game.

Locks are an example of my first sentence. They were designed to be CC's machines, and there's when the enemy mages come to scene with their dispells, which can be an spammable spell (low cast, low cd, low mana) and mass dispels.

I think CoR has a lot of good war tools and ppl who doesnt use. Just many of them want to win the easiest way possible.

To be OT, my suggestions are:

Make winter stroke's cd longer (50 sec - 1 min), Burst of wind 7 seconds at lvl 5, 50% reduction of darkness' duration, Non-stackable dizzies and knocks from same spell (like 2x meteor), stacakble DoT's (from archers and mages) or a spell for mages and archers that enable this on the target (like a debuff). Give hunters strategic position, instant PA cast for knights.
Its not often I dont find something to disagree with reading peoples post here.

Good post.
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Old 02-05-2014, 01:25 AM   #59
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In a broader sense I would suggest taking a look at the theme of melee vs. ranged and realize the disparity there.

Warriors should have more tactical ranged abilities, likewise mages and archers should have more tactical melee abilities. Nothing to change current roles, simply to fill in the gaps where each class might be too strong in one area while being way too weak in another.
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Old 02-05-2014, 09:16 AM   #60
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RE Kyrottimus: "likewise mages and archers should have more tactical melee abilities."

This problem is as old as this game

http://iwconstructions.com/Regnum/index.php

(go to page 1)
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