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View Poll Results: Do you like the new update? 1.0.6?
Yes (I am lvl 50) 52 40.63%
No (I am lvl 50) 43 33.59%
Yes (I am below lvl 50) 20 15.63%
No (I am below lvl 50) 20 15.63%
Multiple Choice Poll. Voters: 128. You may not vote on this poll

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Old 05-22-2009, 09:37 AM   #1
DemonMonger
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Default 1.0.6: The good the bad and the ugly

Quote:
Originally Posted by Kailer View Post
Hi Community,

The new changelog for version 1.0.6 is now available. Also, Amun server is open for those who want to test the changes.
------------------------------------------------------------
Version: 1.0.6 (Date: 2009/5/16)

Description:

Gameplay:
- Updated: Optimizations in character data storage.
- Updated: New training graphic interface. Discipline and spell points can be added or removed and the whole changes apply only when the Accept button is pressed.
** GREAT ADDITIONS SAVES TIME!!**

- Modified: Low level spells no longer cancel the same spell if it's of a higher level.
** Errors!, SOME SPELLS CANCEL!(tested 5-21-2009) ***
Problems found!!!
1) Two or more players casting THE SAME damage over time spells (lightning, iceblast, needle wall, tear apart , break apart, more..) these type of spells still cancel each other if cast at the same time.

- Modified: Spells now don't check orientation after casting, avoiding their cancellation.
** Errors!, SOME SPELLS CANCEL!(tested 5-21-2009) **
1) Two or more players casting THE SAME damage over time spells (lightning, iceblast, needle wall, tear apart, break apart, more..) these type of spells still cancel each other if cast at the same time. THE DAMAGE OF THE FIRST CAST SKILL STOPS.
2) Instant damage skills + effect work fine! (If all damage is done with one hit)
3) Effect alone without damage/area skill without damage work fine


- Modified: Pets can't be controlled while the owner character is dead.
- Modified: Basic movement speed has been raised 20%.
** interesting **

- Fixed: When a spell finishes it doesn't remove the modifier if other active spell uses that modifier.
** Beware of combo terror spells!!! you will never get up (same tactics as before but more lethal**
** WORKS LIKE A CHARM!!!**

- Fixed: After an invasion, the castle it's not automatically retaken if it already was before the invasion finished (not to lose castle upgrades.)
- Fixed: Pet speed desyncronization.
** YAY!!!! ** (oh wait I don't use pets)
- Fixed: Incorrect spell descriptions.
----------------------------------------------------------------
Spells:
- Mages
· Pricking Ivy: Casting time reduced to 1 sec.
· Will Domain: Casting time reduced to 1 sec.
· Mana Communion: Effect area reduced to 6 mts. (10 before.) Mana regeneration value reduced for each level.
** um.. mana communion was fine before... this will force us to play in tighter groups **
-----------------------------------
- Conjurer
· Tremor: Range reduced to 25 mts. Duration was reduced in every level (3 sec. per level.)
----------------------------------------
- Warlock
· Sadistic Guards: Moved to the fifth position of the discipline.
· Cremation: New spell (replaces “Corrupt Blood”.) Allows the dead enemies to be sent to their resurrection altar.
** This could be a nice skill if cast on dead conjurers, however what are the chances that a warlock will get in range to cast this on a dead player? He/she will need to avoid tremor, mod, and meteors... plus certain death. By the time you get to use this skill, you do not need it. Also, most conjurers do not revive anyhow, so this skill would be great if we all learned how to play as a team. The lack of communication / language barriers prevent that in most cases. (COOLDOWN/SUCCESS RATE MUST BE ADJUSTED)**

· Master of Doom: Effect area reduced to 10 mts. (15 before.) Duration reduced to 40 sec. in every level.
------------------------------------------------
- Archers
· Ambush: Casting time reduced to 1 sec.
- Hunter
· Enemy Surveillance: Casting time and mana consumption reduced in all levels. Tactical information is now received in every level.
** This skill is causing problems for everyone, for it scans max range instead of those closest first. Please program the skill to scan <closest enemy>. I know that many hunters will love for this skill to locate those that are further away <to warn of enemy backup>. We need the skill to be able to locate the enemies closest to us (we need two tracking skills or all hunters that camo will have a ticket to freedom).[WE THE LONGTIME PLAYERS WARNED OF THIS LONG AGO WHEN OTHERS SUGGESTED ONE TRACK SKILL- Looks at Dani-O]**
**Error - Skill cooldown is more than 20 seconds/ skill is out of sync **

· Camouflage Corpse: New spell (replaces “Track Realm Enemy”.) Allows to camouflage the corpse of an ally from the enemies sight. The corpse remains visible for allies.
** This skill makes hunters medical ninjas. This skill will only grant RPS if the person we hide is brought back to life by a conjurer, in most cases this is rare. If team work improves this skill may become valuable, but currently it has little use and too short duration to be valuable.(SUCCESS RATE/COOLDOWN MUST BE ADJUSTED <20 seconds - 30 seconds>) [Perhaps allow us to camo an ally thats living?]**

· Stalker Surroundings: Fixed. The casting of this spell is cancelled when an attack is received.
** I do not agree with this change. The spell was fine as it was. once you cast stalker surroundings you cannot move/run and escape while invisible. If the enemy knows you are there they can kill you with basic areas throughout the duration of the spell. This was one of our great defences for the group!! More defensive than hiding a useless corpse IMO.**

· Cure Pet: New spell (replaces “Calm creature”.) Allows the Hunter to heal its pet.
**This is a useful skill for those training, but is mainly good for healing a resting pet. The heal skill needs more range to be useful in war. Downside comes because the pet randomly moves away your skill at times, making you fail and you will waste mana***(COOLDOWN MUST BE ADJUSTED 20-30 seconds)
------------------------------------------------------
- Marksman
· Finger Crush: Fixed. Now it can be casted in creatures.
· Winter Stroke: Range reduced to 30 mts.
· Ethereal Arrow: Cooldown raised to 40 sec.
· Arcana Strike: Cooldown raised to 25 sec.
** marksmen have lost alot of power due to the cooldown increase **
-----------------------------------------------------
- Warriors
· Typhoon: Effect area reduced to 6 mts. Damage adjusted in every level. Knockdown effect added in every level.
· Thunder Strike: Effect area reduced to 6 mts.
· Balestra: Damage adjusted in every level.
· Ripost: Cooldown raised to 20 sec. Success chance modified in every level.
· Impale: Casting time reduced to 1,5 sec.
· Multiple Thrust: Mana consumption adjusted from level 2 to 5.
· Lightning Strike: Effect area reduced to 6 mts. Knockdown effect removed from every level.
** Lightning strike was good before this update, now that spells and effects stack, I can see why the knockdown was removed, 1 terror combined with all the warriors rushing with lightning strike would have the potential to keep all those effected on the ground forever (unless a mage with dispell/mass dispell was near to prevent it) **

· Martial Reflexes: Casting time reduced to 1,5 sec.
· Inhabilitar: Blocking penalization fixed. Now is percentual.
· Rib Breaker: Damage adjusted in every level.
** Rib Breaker was fine in the past **
-------------------------------------------------------------
- Knight
· Heroic Presence: Moved to the “Vanguard” discipline.
· Shield Wall: Effect area is now 90° behind the Knight. This spell's protection has been raised.
· Stars Shield: Moved to the “Shields” discipline. Effect area is now 90° behind the Knight. This spell's protection has been raised. Damage reduction is now correctly described.
· Deflecting Barrier: Moved to the last position of the discipline. Effect area of this spell is now of 90° behind the Knight. The function of this power has been replaced with ranged damage reduction.
· Precise Block: Now the blocking value raises proportionally according to the character's blocking statistics.
· Army of One: Fixed. Now the resistance takes into account damage type.
**This new addition will force people to form a Phalanx behind the knights to get benefits of the auras. You will need to move in a tight group with knights leading to be most effective... Interesting. Gameplay is pushed more towards team work and coordination**
-----------------------------------------------------
Premium:
- New: Duel banner.

Content:
- New: Regnum's Anniversary quest. NPCs: Alsius: Ursor, Ignis: Saniur, Syrtis: Mauro.
- New: Low level arenas in each realm initiation zone. Functionality to be added later.
** Low lvl arenas are not needed. People with low levels lack skill trees and skills to be effective in combat. It is like playing chess with half the pieces. More people will be complaining that they can't kill this and that. **

- Updated: Animation speeds optimized and synchronized regarding model and size.
- Fixed: Quests:
· Alsius - The Way to Montsognir
· Alsius - Four Forgotten Warriors
· Alsius - Reconnaissance Mission
· Ignis - Merchant Maneuvers
- Fixed: Armor bonus provided by items.
- Fixed: Item "Valor Medal" was balanced.
---------------------------------------------
Client:
- Updated: Confirmation interface enhanced. Now allows multiple confirmations (one for each type.)
- Fixed: Mounts without their animation.
- Fixed: Initial position of the Pet/Summon Control Panel.
**Nice**

This thread will remain only for discussion about the latest changes.

Regards,
-----------------------------------------------
Quote:
Originally Posted by DkySven View Post
Edit: Found two bugs.
1)When casting pet buffs like Bestial Wrath or Skin of the beats they are not showed anymore below the pet's health bar.
2)Also, Heal pet isn't showed in the log when casted.
Additions and comments in RED

Special note ** Dispell will need to be adjusted to cope with the massive threat of knockdown range area skills + stacking skills **

Errors in update in PURPLE
For the most part ... this is most interesting. I'm not totally in favor of all the changes, but some are long overdue.
**** OUR MOVEMENT SPEED HAS INCREASED BUT CASTING TIME FOR MOST IS THE SAME. THIS PREVENTS MANY SPELLS FROM BEING EFFECTIVE ****
casting time for all short range areas must be decreased


Last edited by DemonMonger; 05-23-2009 at 09:24 PM. Reason: Thanks Kailer for fixing my poll :)
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Old 05-22-2009, 10:19 AM   #2
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I'm a warlock, I'm loving it lol... I do feel a bit overpowered after this new update with all that new casting mechanics
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Old 05-22-2009, 10:24 AM   #3
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Some things are good, some things are awful some things are just stupid.
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<DkySven> the big problem with balance discussions on the Regnum forum is that a lot of people just suck at playing their class
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Old 05-22-2009, 12:26 PM   #4
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I voted NO only because I DON'T CARE wasn't an option. The only change here for me that is good is the pet speed fixed; however, if they did any decent QA or listened to the test team that would not have happened in the first place.

The only character I have that I care about is my hunter. The two new skills they gave us are pretty useless.

Camo a dead person: First of all - I'd never lvl this over 1 because I don't see many warlocks use their spell to send people back to the save. People want fights at forts....they don't want to sit and way for the enemy to come back. That created combination skill-set shows that NGD doesn't play their own game.

Heal Pet: Man this spell had potential; however, it's implemented as if one of my old freshman programming students was writing it. Cool down is 60 seconds and range is 2.4 meters. Also, lag affects the spell and canceles it. Also, you have to select your pet just to heal it (but can't heal others). Another issue (I tested this one and complained on AMUN about it too) is that if you cast it (and the cast finishes) but move backwards....canceled.

So overall - this update is kind of a wash and that is evident with the lack of players in-game lately.
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Old 05-22-2009, 12:54 PM   #5
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lol i love your pool

if your are not 50 you can't don't like update
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Old 05-22-2009, 01:06 PM   #6
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Voted Yes and No.

Good

New areas are good, creates a lot less area spamming in wars and now you can actually avoid areas by moving backwards.
New Knight auras and block system are good.
New trainer interface is great.

The 1-year quest is great, creates alot of action in the WZ.
Should be done more often imo.

Also, I think I've got a bit less freeze lags, even though I need some more testing.

Bad

New Ribs Breaker and Balestra changes were totally unmotivated and useless.
Atleast Ribs Breaker should be put up to 100% weapon damage.
New Winter Stroke range is total bullshit.

+20% movement speed.
Combine this with the position lags and you have warriors hell in some situations.

Yet to consider

No spell canceling...
It's very good in theory, and requires more cc and skills to kill warlocks.
But in combination with the changes to Balestra and Ribs Breaker this hits bad against warriors.

Mana Communion, I need more testing to see how much it affects wars and if it's in a positive or negative way.

New marksmen skill cooldowns could be good for balance...
But it would have been better to just fix DS for once and for all.
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Old 05-22-2009, 02:07 PM   #7
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Quote:
+20% movement speed.
Combine this with the position lags and you have warriors hell in some situations.
Quote:
No spell canceling...
It's very good in theory, and requires more cc and skills to kill warlocks.
But in combination with the changes to Balestra and Ribs Breaker this hits bad against warriors.
Both of these are very good points, with everyone zooming around Imob spells would have been even more important, now they are nearly useless, At least change it from fixed dmg to % dmg, By Barb hits 16 with Balestra on level 1, its pathetic.

Also with spell canceling no longer working again more CC is needed again Warriors have near as lost there 2 Imob spells, even on level 5 Balestra only has slightly more duration than it used to have on level 1. Why? Also on level 5 for a barb they will never do as much damage as they used to, for a knight, Maybe I havent tryed it.
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Old 05-22-2009, 02:20 PM   #8
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In a PvP with Ulmanyar I did have my Shield Bash canceled by him running backwards, but I couldn't cancel his spells by running through him.
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Old 05-22-2009, 02:41 PM   #9
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Quote:
Originally Posted by DkySven
In a PvP with Ulmanyar I did have my Shield Bash canceled by him running backwards, but I couldn't cancel his spells by running through him.
That is because the change was for orientation after casting. Distance is still checked
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Old 05-22-2009, 02:48 PM   #10
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Quote:
Originally Posted by DkySven View Post
In a PvP with Ulmanyar I did have my Shield Bash canceled by him running backwards, but I couldn't cancel his spells by running through him.

"Not Facing" cancellations were removed. "Out of Range" cancellations remain.
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