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Old 08-26-2010, 09:55 PM   #1
Minorian
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Just tried it and I LOVE the new summons, but 500 mana for 5 weak imps for 10 secs with a (60 was it?) cd is too much. Same with zombies, they cost too much.

My only worry with the changes in place are, until lvl 37 is reached to be able to have a continuous summon (golem) lvling a conj is going to be terribly slow.
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Old 08-26-2010, 09:41 PM   #2
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All these changes look great, except for this :

Quote:
BUG FIX: Now Characters cannot Evade, Block or Resist when knocked down or stunned.
This would have been OK if only the knocks couldn't chain/stack but THEY DO !
So what will have a barb to do to be sure 100% to kill someone ? Feint. If the target is still alive when feint duration is about to finish: Kick. Game over since the target won't ever have a chance to evade/resist.
No mention to the sultar chains. Actually you have a chance to resist a couple of sultars in a 4-6 chain, but with this new system, there will no longer be a chance. The targets who got hit by one Sultar will be knocked down again for sure, and will end that no one will resist it at final.
Another example : Ambush + Confuse. Now Confuse will have 100% chance to land, and it's sad knowing how crippling it is...

Sure it was annoying, but knock chains/stack are more. This new system will only bring more issues in my opinion and remove the suspense of the fights (it will be the 1st who knocks wins...).
So either remove knock stacks/chains, and/or reduce ALL knockdown spells duration, or bring back the old system that was not-so-bad afterall.

With this new fast gameplay (for warriors at least), knock spells are an overkill. You made it even worse now by removing resists/evades under knock.
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Old 08-26-2010, 09:50 PM   #3
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I really don't like how barb is setup now period. I hope this is not gonna be what you will go live with. I'm sorry if I don't share your Ideas on how a barb should be made. I would take the time to explain why but at this point I am just starting not to care anymore.
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Old 08-26-2010, 09:56 PM   #4
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I think it's ok if you evade/resist/no blocks under knocks as long as the durations of the spells are shortened to maybe 6 seconds level 5. **OR** if they made it to where knocks didn't stack it would be better IMO. I think you should have to time it like you used to. I think just chaining knocks takes no skill, and honestly it's not as fun that way.

Also, how are all summons going to be used at 50? I am very interested in what's new with the summon tree; even though I doubt I will be using any of them.
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Old 08-26-2010, 10:06 PM   #5
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So, i tried grinding a lvl 23 knight.

Each mob takes ages, with defensive stance it gets ridiculous, taunt is waaaaaaay to needed to level, doesnt help it gets resisted 60% of the time.

Changelling mobs are out of question, hitting them for 8 with medium spear, 20 with taunt, they hit me for 50.

The 'leveling' zones in regnum are horrible, its not clear where you are supposed to grind at almost any level. Mix that and knights and stuff goes out of hand.
Note im talking about mobs taking minutes to kill...
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Old 08-26-2010, 10:01 PM   #6
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Quote:
Originally Posted by Shining-Scias View Post
All these changes look great, except for this :



This would have been OK if only the knocks couldn't chain/stack but THEY DO !
So what will have a barb to do to be sure 100% to kill someone ? Feint. If the target is still alive when feint duration is about to finish: Kick. Game over since the target won't ever have a chance to evade/resist.
No mention to the sultar chains. Actually you have a chance to resist a couple of sultars in a 4-6 chain, but with this new system, there will no longer be a chance. The targets who got hit by one Sultar will be knocked down again for sure, and will end that no one will resist it at final.
Another example : Ambush + Confuse. Now Confuse will have 100% chance to land, and it's sad knowing how crippling it is...

Sure it was annoying, but knock chains/stack are more. This new system will only bring more issues in my opinion and remove the suspense of the fights (it will be the 1st who knocks wins...).
So either remove knock stacks/chains, and/or reduce ALL knockdown spells duration, or bring back the old system that was not-so-bad afterall.

With this new fast gameplay (for warriors at least), knock spells are an overkill. You made it even worse now by removing resists/evades under knock.
mmm... maybe a character should still resist a spell under knockdowns... we'll see.
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Old 08-26-2010, 10:11 PM   #7
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Quote:
Originally Posted by chilko View Post
mmm... maybe a character should still resist a spell under knockdowns... we'll see.
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Originally Posted by Moorhuhn21 View Post
From the logical (if there`s something like this ingame^^) point it is understandable that you cannot move to evade or hold the shield up to block, but as you said resists should be possible.
Well, in fact when you're knocked down in real life, you can still evade and block attacks - just a little bit harder as if you stand on your two feets.

Althought I'm happy in the first place, that enemies can't evade/etc. my attacks anymore
(can't count them anymore ... I would be the richest man alive if I would get 1 Dollar for each attack a knocked down enemy resisted/evaded/blocked),
in my opinion it would be better if you just remove resist when you're knocked down and/or reduce the chance of blocking/evading when you're knocked down.

But all in all I'm sure that the changes, that where listened in this stage, will bring Regnum a little bit closer to be a tactical RvR game.
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Old 08-26-2010, 10:09 PM   #8
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From the logical (if there`s something like this ingame^^) point it is understandable that you cannot move to evade or hold the shield up to block, but as you said resists should be possible.

With this change you make all knockdown spells very very strong, so I think they need to be adjustet... more manacost or less duration or something... A hunter with ambush has 100%chance to cast confusion or everything he wants to and a strong pet with a 100% hitchance.... horrible I think..
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Old 08-26-2010, 10:14 PM   #9
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Can we have some support summons - like mana or hp ones? Or if not support summons then something like ward that is placed on land and regens hp or mana in some area. This will help conjus for sure. Wards can be destroyable and can have not so big duration.

Multiple summons are cute
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Old 08-26-2010, 11:57 PM   #10
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Quote:
Originally Posted by Shining-Scias View Post
All these changes look great, except for this :



This would have been OK if only the knocks couldn't chain/stack but THEY DO !
So what will have a barb to do to be sure 100% to kill someone ? Feint. If the target is still alive when feint duration is about to finish: Kick. Game over since the target won't ever have a chance to evade/resist.
No mention to the sultar chains. Actually you have a chance to resist a couple of sultars in a 4-6 chain, but with this new system, there will no longer be a chance. The targets who got hit by one Sultar will be knocked down again for sure, and will end that no one will resist it at final.
Another example : Ambush + Confuse. Now Confuse will have 100% chance to land, and it's sad knowing how crippling it is...

Sure it was annoying, but knock chains/stack are more. This new system will only bring more issues in my opinion and remove the suspense of the fights (it will be the 1st who knocks wins...).
So either remove knock stacks/chains, and/or reduce ALL knockdown spells duration, or bring back the old system that was not-so-bad afterall.

With this new fast gameplay (for warriors at least), knock spells are an overkill. You made it even worse now by removing resists/evades under knock.
Agree with you Shining-Scias plus it makes meaningless you have high hit chance, much better have high knock downs.
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