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General discussion Topics related to various aspects of Champions of Regnum

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Old 05-30-2011, 06:11 PM   #11
Torcida
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Idk the idea is good, but the way it is used perhaps isn't
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Old 05-30-2011, 06:50 PM   #12
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WM teleports are bad.

They add nothing to the game, horn spell is much better than our old taxi (onslaught), and should suffice to move fast to any place over the map.

Teleports caused the map to shrink far too much.
Teleports are imbalanced (because group with more warmasters can come back more often and faster).

Teleports are frustrating:
- one arrive somewhere on feet or mount to find his realm mates left to somewhere else
- enemies are using it to flee
- sometimes 2 teleports and 21 characters ... one is left behind ...
- etc...

If teleports destinations were limited to bridge and old non central saves it will be much better.

Or just get rid of teleports.
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Old 05-31-2011, 05:01 AM   #13
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Quote:
Originally Posted by Zas_ View Post
WM teleports are bad.

They add nothing to the game, horn spell is much better than our old taxi (onslaught), and should suffice to move fast to any place over the map.

Teleports caused the map to shrink far too much.
Teleports are imbalanced (because group with more warmasters can come back more often and faster).

Teleports are frustrating:
- one arrive somewhere on feet or mount to find his realm mates left to somewhere else
- enemies are using it to flee
- sometimes 2 teleports and 21 characters ... one is left behind ...
- etc...

If teleports destinations were limited to bridge and old non central saves it will be much better.

Or just get rid of teleports.
I agree.We lost the awesome bridge battles
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Old 06-03-2011, 02:02 PM   #14
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very good for new CS
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Old 06-03-2011, 04:01 PM   #15
_Kharbon_
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With current gameplay style (saves...) wm teleports are neccecary. They are just terribly unbalanced (teleporting from forts...) Still, I don't like the whole concept of some wm powers (BANNERS!!!).
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