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General discussion Topics related to various aspects of Champions of Regnum |
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#1 |
Pledge
Join Date: Mar 2009
Posts: 19
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Dead Eye still hasn't been brought up to the level of a useful spell.
Bringing the attack speed adjustment down to +15% at level 5 helped, but not enough. The DPS of Normal attacks + DE lvl 5 tests out to only be at 105-110% of the Normal attacks alone. And unfortunately the DPS of Recharged Arrows + DE appears to be the same as the DPS of Recharged Arrows alone. So basically if you use Recharged Arrows, using DE is just burning mana for no reason. I thought that maybe DE would be a good boost for Lethal Strike since it's damage is one of the +% types, but I saw absolutely no difference in damage with or without DE. (didn't see it affect any of the Marks tree spells that I tried) I was thinking that Dead Eye was going to be something like a caster only version of the old Death Sentence, but right now it's just a spell used to make mana disappear. One more tweak please.
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Kryhavok : Barbarian - Horus
Aistorm : Warlock - Horus Snowdancer : Marksman - Horus |
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#2 | |
Marquis
![]() Join Date: Aug 2007
Location: Germany
Posts: 1,843
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However i dont see why we need another damageboost for marks. we got like Recharged, Specialist, Maneuver, Dex passive, Dirty fighting(range malus) and now Deadly Eye (AS malus, leading to no actual increase in DPS). Maybe completely rework this spell for something cool? something tactical and maybe fun? I miss some candy on marks beside the range. Just another damage boost.. old DS was way more interesting (especially with the Amun changes). If you want to go the line of putting a Damage boost in there:
You could also add some group support, or something completely new. Or shift Reveal to marks? Problematic due to the lack of tracking capabilities but someting needed like this for the marks class would be great. Something that makes em useful and wanted in evry war group. Just ranged support through normals and single target cc isnt enough to make this class more fun to play in my opinion. |
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#3 |
Apprentice
![]() Join Date: Oct 2008
Location: Shaanarid Castle
Posts: 79
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i like all changes , but Ao1 for only 10s for 400 mana ? one CC and knight is in ass or will be very hard surive 20s withnout Ao1 under attack(20s is just alot time to get 3hard hits from barb and die ,oh u nerfed barb dmg too aff ,but still alot time to get 4 hard hits and die ) , u should add duration or lower mana cost and CD
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Dracice [60] : Salamek (Conj) [31] : Caprica Six (Hunt) [50] : Battlestar (Knight) [12] ![]() |
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#4 |
Master
![]() ![]() ![]() Join Date: Mar 2009
Posts: 450
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Does anyone know how the new block chance is calculated? They made knights block stats half of the live servers number but I don't understand how it works out or anything. Is there a new formula for blocking? It would be good to know how it works to see if precise and block is worth skilling after update.
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#5 | |
Pledge
Join Date: Mar 2009
Posts: 19
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Kryhavok : Barbarian - Horus
Aistorm : Warlock - Horus Snowdancer : Marksman - Horus |
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#6 |
Pledge
Join Date: Aug 2010
Posts: 20
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I personally saw great potiental for DE but it has turned out to be another waste of manna. I think a little more tweaking could really add some fun. While on the issue of Spells to be fixed...i was wondering if manuever could be looked at? the increase in dex is great but i feel the CD hurts the effectiveness of it. Maybe change the spell to be a 40 duration 60 cd? keep manna cost the same so using it constantly would require a control of manna, or a conj
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#7 |
Master
![]() ![]() ![]() Join Date: Mar 2009
Posts: 450
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A small problem on amun.
Right now if archer fights knight that is set up with def support 5 defstance 5 and spring 5 the archer cannot really do anything. Me and Enio were playing around and it wasn't really balanced for him and quite unfair to a ranged player. With the 180 sec duration of defensive stance I was basically invincible when i used def support as well and spring. Basically the new spell makes it hard or next to impossible to kill a knight with it for a ranged player. There has to be a way for range to counter this kind of spell or else there is an imbalance. If i am attacked in field by marks i can put the spell on and safely run forever because I can keep the spell up too long. The duration is 60 seconds longer than the cd so we can have it up at all times. However, this spell doesn't really do much against a barbarian attack lol. The reduction in duration of ao1 and the insanely long duration of the new defensive stance aren't balanced. Maybe make defstance shorter and make ao1 abit longer to even things out. This would help because then ao1 would be used to tank melee damage(barbs cut through caution and defstance), and defstance can be used to tank archers but not forever. * Also blocks are completely random and skills have no impact on them whatsoever. Using block 5 pb 5 and I block as randomly as if I have block 0 and pb 0. Block needs to be reworked.
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#8 |
Marquis
![]() Join Date: Aug 2007
Location: Germany
Posts: 1,843
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Indeed it was quite frustrating, cc that has not been blocked or resisted just resisted the effect in the 2nd layer from that one passive Skill (Runover?) and Defensive Support.
An idea would be to make Sudden Strike (-50% protection) work on the full amount of Armor points, at the moment it just works additive. Eg.: currently Your base ap 100% + Stance 200% = 300% ap, Sudden strike makes it 250% ap. Change to 300%ap + Sudden strike = 150% ap. You might to consider lowering its duration and maybe make it range 20 so it cant be used too easily from range. Another idea is to change those random CC resistances Defensive Support adds to a more situational "boost" of resistances, however it will interfere with UM on Barbs (well its basically the same spell just with less effect but you can have it up 24/7). Or move this kind of spell into a Knight specific tree and switch current Defensive Support spell with a new spell for warriors: No manacost 2,3,4,5,6s duration 25s CD, instant (or 0.5s) cast, GCD: very short. Next hostile Spell cast on you cancels the buff. When the spell contains a CC effect it will ignore it and restore 5, 7, 9, 12, 15% mana. Rework UM in line with Ao1 changes (CD/Duration). Lower both manacosts. Melee would need some kind of toning down then as they already are faster at the moment but this would seriously bring dynamics in melee gameplay. Less resting and waiting for cooldowns, some kind of mana restoration when used wisely, more involvement also in the times where you are NOT in range of a target and, it wont completely mess up the RvR balance. More sustained fun then the rare "burst" fun (questionable) when you have your invulnerability buffed and got into range of something. |
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#9 | |
Initiate
![]() ![]() Join Date: Mar 2009
Location: San Francisco
Posts: 117
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#10 |
Initiate
![]() ![]() Join Date: Aug 2007
Posts: 244
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Can Reveal be resisted?
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