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General discussion Topics related to various aspects of Champions of Regnum

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Old 07-24-2010, 10:26 PM   #1
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Please remember there is a very thin line between difficult to play, and purely frustrating.,
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Old 07-24-2010, 10:36 PM   #2
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Well, im concerned about whirlwind, or however its written (last skill of two hand mastery)
Its an aura, and on top on that the armor increase and fixes have rendered it useless.
Thoughts on that?

Also, what about onslaught? Any changes to it?




Also, the attributes? They are almost useless, pure bonuses are very superior to even the highest of the attribute bonuses, thoughts on reducing the weapon fixed base numbers and increasing the attribute influences?
(note i did not mention weapon bonuses, just the base values)

Same with medium and fast weapons, not efficient, both damage and skill wise due to the global cooldownm and the damage isn't very intuitive either, due to the variation of the attribute weights.
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Old 07-24-2010, 10:45 PM   #3
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Quote:
Originally Posted by theotherhiveking View Post
Well, im concerned about whirlwind, or however its written (last skill of two hand mastery)
Its an aura, and on top on that the armor increase and fixes have rendered it useless.
Thoughts on that?
+1

Whirlwind has always had very limited applications that would allow it to be practical. With higher armor values the fixed damage set on whirlwind will render it obsolete and a waste of skill points.

Why not up the damage by 100 dmg blunt/slash (each) or just add a % of weapon damage into it per tick rate as well?

Also maybe give it a slight -const debuff to those enemies in the effected area?

Quote:
Also, what about onslaught? Any changes to it?
IMO it requires at the very least a reduction of 50 mana cost per level (350mp cost at level 5). Also a 5 second duration increase would make it far more desirable.

But at the very least the mana reduction is a must.
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Old 07-24-2010, 10:55 PM   #4
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Athor proposed a -25% movement speed effect.

Actually it could just be replaced by a more powerful or efficient area.

We already have shockwave, that its like all the 180º areas but better.

You could do the same to whirlwind, an bigger area, or cheaper, or reloads faster, something like that.

Cheap and lazy, but its a safe option.
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Old 07-24-2010, 10:59 PM   #5
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Chilko why are heal self and heal ally separate spells? Can't it work like dispell (cast on self if no target selected)?
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Old 07-24-2010, 11:05 PM   #6
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Quote:
Originally Posted by Lumi_Alsius View Post
Chilko why are heal self and heal ally separate spells? Can't it work like dispell (cast on self if no target selected)?
Because they couldn't think of 2 more spells for the heal tree .

In all seriousness though, I'd love to see this as well however they'd need to give us a shortcut key to de-select all targets since thats the hardest part of self dispel right now. If you're not careful and drag your hand a bit while de-selecting it turns into mouse-turn and you don't de-select your target .
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Old 07-24-2010, 11:08 PM   #7
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Or maybe because you should spend extra points if you want to do both \*/

Plus its tricky to deselect, and it could result in frustration.

You cant cast this on the enemy.. lala...
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