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General discussion Topics related to various aspects of Champions of Regnum |
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#10 |
Baron
![]() ![]() ![]() ![]() Join Date: Nov 2009
Location: Berlin, Germany
Posts: 715
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Right. our extra range compared to hunters and mages isnt worth much because ppl need a very short time to run that distance. Give us a slow down range 0 or something. Mana problems cause autohit setups that arent that funny. Many ppl start playing a marks as soon as they got a awesome equipment (boss/magna/dragonstuff). Marks with those things are op and fun, without lame. Fix this gap pls.
The low damage would not be a problem if knights would have a reliable, good defense and anything that makes ppl attack them so they can tank. Atm they are like annyoing mosquitos, the worst thing they can do is kicking you down. Freeze them, kill everything else and then kill the knights, they are not dangerous. Improving the auras is a good step to give knights a better role in rvr. I would prefer dmgresists instead of blocks, they are unreliable. OP because of three things: 1.: Insane castspeed with good gear. (Fixed on Amun in a great way!) 2.: Spell(CC)spamming has to do with point one and the fast gcd. Now limited with different GCDs 3.: ST was far too strong. I dont really like the randomness, as i said often i would have prefered a shorter range (all ranged classes can cancel a 25m spell), cd if cancelled, any dmg between the current and the amun version and no stacking which is and was the mainproblem with the spell. I think locks will be fine after the update, lets see. If you manage to face an enemy full buffed with berserk, um, defspells and everything then you are op in that situation. The problem is that barbs rely on buffs to much, espeaccily on um. It has a very long cd but you cant do much if it is off because everyon targets a near barb first. Less dmg in general and the new knight auras will help to fix this i hope, lets see how much fun a barb is after the update. More objects to hide from ranged attackers at forts could also help. The ability to climb up fort walls or jump them down for warriors would be awesome, what should a warrior do as long as the enemys are standing on the wall firing down at the zerg? Warriors battles at the wall to get into the fort/prevent that the enemy comes in would be awesome. Right. Giving them the choice between pets and camo is nice. Lower pet dmg and make them live longer in war to be effective there. I made some suggestions here. Dmgconjus are op, thats right. New gcd and tm and silence nerf are a good start to solve this. All ranged summons need a fix, when you lowered ranged autohit dmg and gave us a higher attack speed you increased ghosts as too without nerfing the dmg, since this time zarkits are insane strong. Supportconjus are fun in my eyes, i dont understand all the whiners. Confuse is too strong against supporters, pls do anything about this. |
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