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General discussion Topics related to various aspects of Champions of Regnum |
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#1 | ||
Count
![]() ![]() ![]() ![]() ![]() Join Date: Apr 2009
Location: Bavaria
Posts: 1,026
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It is NOT the point that 2 ranged warmasters can easily kill ANY amount of warriors and be untouchable. No. It's not. Don't try to argue there. Quote:
And no matter what you adjust, the problem will always stay. This is not about imbalances and overpowered classes/situations (my posts rarely are, by the way), this is about a completely ruined game play. Running is part of a complex system of when warriors will be able to hit and when not, this can't work if players have different "base speeds". It just can't. It blocks off all interesting dynamics of ranged vs melee balance. You can't simply say "speed boost spell xy means this class won't take damage from warriors for 10 seconds". You can't create the distance between players that is so important for ranged classes while making sure they are still somewhat in reach. You can't make warriors get close to ranged enemies while making sure they won't stay there (which once again kills off the whole purpose of ranged vs melee balance). Was anyone from a major company, someone responsible for balance there (gw, wow, whatever, even someone from swtor, and their balance is crap), to ever see these spells (offensive beacon is just about as dumb, just not so omnipresent), he'd laugh his ass off. Well, or maybe not. I've seen incredibly dumb stuff in other games, too. Just nothing THAT dumb. The situation is not that bad because of this, yes. But does that make the concept any better? A spell supposed to be something special for some players is just acceptable because every last player is affected by it all the time anyway? Okay, you can argue there, warmasters are supposed to run the group and this is basic team play, I guess I can go with that. It's still not that much of a benefit to RvR that it justifies screwing PvP completely. (It's no benefit at all, imo)
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#2 | ||
Marquis
![]() Join Date: Aug 2007
Location: Germany
Posts: 1,843
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However thats another step, currently we arnt even at a point to improve balance - for balancing concerns we would need a state of game where the spells the classes have been designed around are usable. Quote:
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