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Old 07-19-2011, 08:03 AM   #1
LucianDeathshield
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No, they're just asking us for our opinion so they dont get lots of retarded forumers who dont play the actual game spamming up the forums with how their changes are bad and how a class is op and blahblahblah.
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Old 07-19-2011, 08:18 AM   #2
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"Brainless Agrees/Disagrees". Lolz
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Old 07-19-2011, 09:12 AM   #3
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I am totally confused with this...

Anyway, every single CC needs to be shortened.

Quote:
CC duration of 4 - 5 - 6 - 7 - 8 seconds changed to 2 - 3 - 4 - 5 - 6 seconds per level
CC duration of 7 - 9 - 11 - 13 - 15 seconds changed to 3 - 5 - 7 - 9 - 11 seconds per level
http://regnumonline.com.ar/forum/sho...0&postcount=20







Quote:
-all classes have the ability to kill others without taking much damage, so why not barbs?
This is retarded I've seen tons of barbs with better defenses than most Knights. Barbarians got Caution, Frenzy and can have the passive resistances if they really want more defense. You can have +37% resistance to physical damage with all that.
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Old 07-19-2011, 09:55 AM   #4
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Quote:
Originally Posted by PT_DaAr_PT View Post
This is retarded I've seen tons of barbs with better defenses than most Knights. Barbarians got Caution, Frenzy and can have the passive resistances if they really want more defense. You can have +37% resistance to physical damage with all that.
Barbarians resistance is nothing compared to knights 100% resistance, when anything you can expect from attacking knight is block. I would say nerf knights resistance.
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Old 07-19-2011, 10:05 AM   #5
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Quote:
Originally Posted by no-body View Post
Barbarians resistance is nothing compared to knights 100% resistance, when anything you can expect from attacking knight is block. I would say nerf knights resistance.
No, those are knights abusing the Precise Block animations bugs, they hide the animation and get a 6 second 100% block chance.
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Old 07-19-2011, 10:32 AM   #6
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Quote:
Originally Posted by PT_DaAr_PT View Post
No, those are knights abusing the Precise Block animations bugs, they hide the animation and get a 6 second 100% block chance.
Yeah thats annoying, but you can't blame them
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Old 07-19-2011, 11:24 AM   #7
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The format the want confuses me a bit.
I thought NGD wanted a simple summary but I am not sure about the format.

Although not known for being concise I will give my impression after looking at most of the 159 posts in the mentioned thread.

Class: Warrior (Barbs & Knights)
NGD changes:
1: Feint: moved to the “vanguard” to replace “intimidate”
Several think the swap is okay . A lot are concerned by the choice of intimidate and a few (2) suggested "Challenge" be moved. Others still consider that kick being the more powerful be moved so that barbs can use spears with feint for better effect. None mention the location of this spell at slot 3 when it used to be 1. One considers to move rigorous preparation to the tactics tree. One considers to make an all new tactics spell which debuffs attack speed (melee range) and just swap feint for this new spell.

2: Intimidate: moved to the “Tactics” discipline instead of “Kick”
Some are fine with the change but many others are concerned that giving barb, which is the fastest class, a slow spell will lead to more problems. Others comment on the fact that this spell is not that powerful with only 10% boost and many barbs will shy away from it anyway because it is a waste of points that could be better placed elsewhere. None speak of the impact of where this spell will be located in the tree.

3: Kick: Moved to the 1st place of the discipline in place of feint
There is no real comment on this move in spell location aside from the fact that practically everyone agrees that duration should be reduced across the board. A few suggested a static knock time to partner the damage of this spell. The damage component alone scales.

Class: Archer (Hunters and Marksmen)
NGD Changes:
1: Ambush: The range of this spell will be reduced to melee range.
Nearly all reject this change, I think 3 look forward to it. Several suggested that it gets reduced to 15m range with a reduction in Cast Speed. Others suggest , if it goes Melee, it becomes instant and can be casted on the move.

2: Stunning Fist: the effect “Cannot attack” will be replaced either by “Stun” or “cannot cast”
Nearly everyone rejects this change. Most consider this spell useful, worth the risk and fairly balanced. Some suggest a reduction of the 'cannot cast' duration instead. All reject the idea of 'stun' and 'cannot cast' for this spell because it will be weakened too much.

Class: Mages (Warlocks y Conjurer)
NGD Changes:

1: Will Domain: this skill is going to be replaced by "Mummify".
Mummify: transforms the objective into a mummy showering its movements. Reduces movement speed and attack speed.


A few are wiling to try it. Many have rejected the idea. Most consider will domain reasonably balanced both in risk and need. Several argue the need to reduce the effect time and possibly need to adjust cast time/ mana or range as compensation. Many are concerned about another slow spell in the hands of mages. No comments on attack speed debuff. Many think that mages need 1 knock.

Subclass: Masksman
NGD Changes:
1: Burst of Wind: damage will be removed.
Majority agree with this change. A few disagree. Several argue that the damage is not the problem and the duration of the dizzy is. Several suggest reducing the dizzy effect time instead. Others consider the impact that this will have when Divine Intervention is considered.

2 Mana regen: slightly reduced during combat (we’ll add feedback on GUI while “in combat” status)
Many are worried about the mana reduction reverting back to the old system. Others do not know and are willing to try. A few consider it a good change because marks have free access to too much mana without challenge.

Regards

Last edited by bois; 07-19-2011 at 01:05 PM.
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Old 08-04-2011, 04:01 AM   #8
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Default AMBUSH = NO NERF Please!

Im here as a VERY old Marks, And May I Simply say this, Please do not Nerf Ambush to Melee Range, Currently if an archer gets caught by a melee character it is hard to escape as it is, we need to have some range on ambush to stop them before they reach us, one of the first posts had it right, a ranged class that cannot knock down opponents is stupid, Ambush is often one of the only things that stops Noob archers of either class from getting killed all the time, because something you leanr early as an archer is that ambush gives you those precious few seconds to get away. And I'm coming from a mark point of view, I dread to think how hunters will fare! Please do not nerf it, Sure Decrease the knockdown period, decrease the range a little, but dont make it melee range or we are deaded. lol Thanks for the time
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Old 08-04-2011, 02:27 PM   #9
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I have no idea what chilko was requesting here, but I think not many had either.

Quote:
Feint: moved to the “vanguard” -knight only- discipline to replace “intimidate”
Intimidate: moved to the “Tactics” discipline instead of “Kick”
Kick: Moved to the 1st place of the discipline in place of feint
To try and make knights more of a threat and barbs less? Doesnt really effect me. And wont make people take knights more seriously.


Quote:
Ambush: The range of this spell will be reduced to melee range. This will allow archers to have a CC suited for melee classes (so to gain range for a brief period of time) but not against other ranged classes.
Stunning Fist: the effect “Cannot attack” will be replaced either by “Stun” or “cannot cast” (please let us know what you think)
You have got to be kidding me. Why not just dump ambush? Since at meele range only camo hunters will use it to gank grinding easy players more easily.

Nerf stunfist? Because I didnt see you saying it will apply to beetle swarm, a RANGED cant attack spell.
Stunfist WAS supposed to be a way to stop warriors and give some time for the archer. But since it has a longer casting time than feint/kick it wasnt very helpfull. Again mostly hunters used it for camo gank purpose. Marx will try to stay away from warriors.
I dont understand this at all. Im not an anti-confusionist but stunfist is nowhere near confuse. And why stun? Thats what distraction shot is for with its range 25.
These probably are the worst ideas.


Quote:
Will Domain: this skill is going to be replaced by "Mummify".
Mummify: transforms the objective into a mummy showering its movements. Reduces movement speed and attack speed.
Change a knock spell that UM can resist into ANOTHER slow spell for locks that UM doenst resist?
After slowing a barb killing it with a lock is just a random clicking of dmging spells while strafing with a lock.
Even marx use lightning/caltrop to kill 1 barb but it costs 500 mana and we have not ambi sac.


Quote:
Burst of Wind: damage will be removed.
Sure. If you change meteors range 30 to "meele range". I take my previous statment back. THIS has got to be the worst idea.
And meteor 600 dmg is ok against a DI?

What I see from these changes that ALL archers will skill lvl5 para and lvl5 mobility (marx lvl 5 foresight too) and will run away when enemy enters range 35.
People calling marx OP not because of BoW going through DI but because they do higher normals with a 35 med longbow than their dmg spells.
Is this the way of saying: "We wanted to have a mobile rocket luncher class but you cant have that so we opted for marx."?

I know we are having a cc nerf mania here but your only nerfing barb and hunter/marx spells, and actually buffing mage spells (Mummify) slow spells work much better against warrior classes than a knock. Why knock him if you can strafe away? And will UM resist slow as well?
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Old 08-15-2011, 01:43 PM   #10
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NGD changes-

Ambush-Melee

-Worst decision ever.That will destroy hunter pvp and rvr. And you will destroy hunter's grinding too.I cannot say a hunter cannot grind without ranged Ambush,but will harder.But in pvp hunter needs ranged ambush more than any other spell.So my opinion is that ambush is better with the current range.By the way,hope u see that a lot of players askef you to leave ambush how it is now.Don't destroy hunters.
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