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Old 08-22-2011, 05:54 PM   #181
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Runescape? Skill? You made my day.

You are right, Regnum is completely different due to its RvR. RvR means all effects need to be weaker! The more players, the weaker the CCs.

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Originally Posted by SPARTISH View Post
Barbs can keep you disabled for 16 seconds with knocks, with deafining roar and thunderstrike its max of 43 seconds

A marksmen can keep you disabled for 29 or 37 seconds with a stunning fist.

A warlock for 52 seconds (inc bettle swarm), not counting ivy, twister or mind push.
And that's the core of our problem. We spend a large amount of time being 'disabled', not being able to fight. Partially disabling players is good, but being completely disabled sucks.

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You got that wrong, 100% damage vs 100% damage +2 seconds knock, it should be 100% damage + 100% damage vs 100% 2% knock.
It's the other way round, you got it wrong, I was talking about knocks with 100% damage. No additional hit needed. You don't lose a hit, it's just as if your normal hit had knocked your enemy down. 2 second knock downs without damage would suck badly, of course
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Old 08-22-2011, 06:23 PM   #182
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RvR means all effects need to be weaker!
Or, as has been suggested a few times before, we need more health to survive longer.
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We spend a large amount of time being 'disabled', not being able to fight.
And for most classes this means death as it also makes you an easy and identifiable target to any enemy. We also usually spend more time getting to battles than we do fighting in them.
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Old 08-22-2011, 06:23 PM   #183
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Quote:
Originally Posted by Seher View Post
Runescape? Skill? You made my day.

You are right, Regnum is completely different due to its RvR. RvR means all effects need to be weaker! The more players, the weaker the CCs.

And that's the core of our problem. We spend a large amount of time being 'disabled', not being able to fight. Partially disabling players is good, but being completely disabled sucks.

It's the other way round, you got it wrong, I was talking about knocks with 100% damage. No additional hit needed. You don't lose a hit, it's just as if your normal hit had knocked your enemy down. 2 second knock downs without damage would suck badly, of course
I changed it and said that a player wont be able to have all of that disibility because he wont have enough powers points or tree point things, but the stuns and freezes need to be lowered. But looking at it, it is a mages job to remove these effects from a player using despell and mass despell, thats why they were added into teh game.

And 100% attack while knockdown for 2/3 seconds is better, how about changing kick into this?

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We also usually spend more time getting to battles than we do fighting in them.
+1
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Last edited by SPARTISH; 08-22-2011 at 06:36 PM.
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Old 08-22-2011, 06:53 PM   #184
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Originally Posted by SPARTISH View Post
And 100% attack while knockdown for 2/3 seconds is better, how about changing kick into this?
That's exactly what I had in mind.
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Old 08-22-2011, 09:05 PM   #185
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Well another CONCEPTUAL thing with CCs is their duration....
U know lock that can survive 15 seconds dizzy without running like bitch ? So the another thing would shorten their duration drastically although i don't know how to compensate lost of effectiveness
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Old 08-25-2011, 01:58 PM   #186
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Default Ambush - Melee Range? I think Not.

Heya,
Im sorry once again to be dragging this up, But After playing a marks For a very long time I have to state my opinion here properly. Ambush to Melee range would basically make the skill useless! Why?
Well it already has a short range and takes so long to cast, that barbs using Spring or any other movement enhancer combined with horn of the wind can reach you before you can cast it anyway ( Ambush has a long(for knocks) casting duration) Melee range would simply Make it impossible to play the hunter / marks Classes effectively in war! As a marks, I find that When i get into melee range with any Barb, 80% of the time I will die, Do you know how i escape the other 20 %? either a friend knocks the barb back, or I manage to cast Winter Strike, YES Winter Strike not ambush! Because ambushes casting speed is far too long. If on the off chance you manage to cast ambush BEFORE a Warrior Reaches you with Spring/Horn Combos, theres still a large chance that said warrior will Resist it. I think ambush should be left alone completely,

Al these balances seem to be Warrior Positive, Of course an archer is meant to be able to knock down their Opponent in battle :S Thats because if you let the enemy get close you are DEAD. Sure there are alternatives, DS etc, But they are not unlocked untill much later in the game! Even for Grinding it is usefull to have ambush as a skill at longer than melee range! How am i supposed to grind a noob archer? If Ambush is made to Melee range, Aquantis, Golems all have knocks and stuns so often I would lose a lot of hp before I manage to kill the monster? how is that making it Possible to grind an archer class?

WE NEED TO BE ABLE TO KNOCK AT RANGE!

You are slowly killing the Archers in this game, and making it easier for everyone else.

Thanks For the time
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Old 08-25-2011, 03:30 PM   #187
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You are slowly killing the Archers in this game, and making it easier for everyone else.
And not before time, try playing another class and you'll see what I mean.
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Old 08-25-2011, 04:17 PM   #188
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I have tried other Classes, I had a level 35 Barb in Ignis before I played for syrtis, And sure i understand, but then try playing as an archer without ambush? kick has to much of a quick cast. Basically, Try playing a Knight without Kick. Thats an archer without ambush. Its a critical skill for any archer, without it archers are dead.No offence But in what world could a guy running at an archer with a sword one on one Possibly hope to win? Yet in regnum this is sometimes possible, Which I think is Fine, That adds to the game, But without knock? archers are dead in every single Conflict.~

The whole thing about Regnum is its Team based RvR, and its this that ngd should work on, Not removing ambushes from archers, why not improve sheild wall to add a resistance to knocks %? or add a whole new buff ? Besides alot of times I have ambushed warriors Succesfully and they resist it ^^ seriously NGD should focus on other things instead of nerfing the characters over and over again.

Archers Need Ambush, Same as Warriors need Kick and Feint. however Archers should be able to use it at range and i think the current range for ambush is perfect, as i stated, sometimes it works for the archer, others the warrior will resist and be upon the archer, and most times if the barb/ knight is good, then thats the end of the archer, Yet how many people can say the same about their marksmen/ hunter and Ambush? Against most other players I need to knock, hit, Freeze, run , hit, etc multiple times before I can win, Warriors have many chances to resist it and often they will and normally when they do, its game pver archer.

Thanks
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Old 08-25-2011, 07:14 PM   #189
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Quote:
Against most other players I need to knock, hit, Freeze, run , hit, etc multiple times before I can win
Kite is more than enough . Although mechanics of ambush should be changed. Instead of range nerf caster must be behind target. Then it will real ambush.
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Old 08-25-2011, 07:33 PM   #190
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hmm, Maybe behind and to the sides, but then we are still posed with the threat of charging Barbs/Knights. I dont know really.. I just think that it should be left alone, because sure it can be annoying to be knocked, but thats why knights have so much of an ability to soak up damage. you'll see that if we do remove it, or make it melee range, then knights will become stupidly OPed, and as for barbs, most good barbs Southern cross will hit over 1.5K damage on an unprepared marks. so thats the end of marks and hunters... I'm even more sorry for hunters who really wont have anything to preotect themselves with ^^
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