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Old 04-16-2015, 09:17 PM   #101
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well, while we're at it.

I think it would be nice if spells were not only usable below level 5, but if most buffs also had a downside. Let's say, caution makes you 15% slower, defensive stance consuming mana per second, thirst of blood only for two-handed weapons and so on.
Looking forward to the day when all spells will be equally worth skilling
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Old 04-16-2015, 10:12 PM   #102
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Like you both have staves filled with blanks
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Old 04-17-2015, 01:57 AM   #103
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Quote:
Originally Posted by Adrian View Post
Yes, in this case the focus was wrong. As I said multiple times: these changes are not final. We're adjusting to see what fits this new system. Chances will be effective and not fluctuating like before. This development stage will have a lot of changes but none of them are final until we say so.

PLEASE, understand that this is the most difficult change ever for Regnum.
I understand the changes are not final and I am happy we can talk about them before they are. However, on this matter particularly, its a lot of spells that have this problem after the update that nerfed CC spells, like knockdowns and cannot-move effects that last for 2 seconds while they cause a global cooldown of 1sec. There are many ways to reduce a spell's effectiveness whle keeping it in the game.

I would say it is much more preferable to keep a spell's duration stable throughout its ranks and reduce other factors than making the duration so short its insignifficant. Example, a 2 sec ambush will be used by absolutely noone, a 5-6sec ambush with a 50% fail chance though will be conidered for as little as 1-2 points.
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Old 04-17-2015, 02:30 AM   #104
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Quote:
Originally Posted by Gnupis View Post
Example, a 2 sec ambush will be used by absolutely noone
I use a 2 sec will domain. Couldn't be bothered reskilling after last nerf.
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Old 04-17-2015, 07:47 PM   #105
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New changes have been uploaded at Amun.

Here's the changelog!

Gameplay - System:
- Added: Offensive Wall Camps. When a Realm vulnerates an enemy, if any player of that Realm dies in the hands of another player in the Realm Wall Door zone, "Offensive Wall Camp" can be used as an option to respawn. These camps are located farther that then defender's Wall Camps, but way closer than the nearest save. Visuals still to be modified (there are no props yet!)
Their approximate coords are:
Syrtis: 2806 3739
Alsius: 2104 2471
Ignis: 4052 2733
Note that this will have no effect in Realm Balance, as if it exists, it doesn't matter if they respawn near or far. Realm Balance is to be addressed with other features we will be adding in the next days.
- Added: Offensive Wall Camp Guards. When the vulneration starts, guards from the vulnerator realm spawn there to protect the players.
Note that this guards, quantity and all visuals are still to be enhanced.

Gameplay - Skills:
- Precise Block: Mana cost updated to 90/110/140/170/200. Duration changed to 4/5/6/7/9. Cooldown changed to 45 sec.
- Escapist: Absolute Evasion Chance changed to: 100%. Duration changed to: 3/4/5/6/8.
- Son of the Wind: Absolute Spell Resist Chance changed to: 100%. Duration changed to: 3/4/5/6/8.

Gameplay - Interface:
- Added: Skill status of "Only blockable / resistable at 100%". This already existed for several skills but was not being mentioned in the tooltip.
This means that only if you reach 100% block or spell resist you could block or resist them.
- Added: Movement Speed is shown in the Character Sheet.

Gameplay - RNG
Fixed: Chances not being properly calculated due to a general error.
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Old 04-17-2015, 08:03 PM   #106
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Quote:
Originally Posted by Frosk View Post
Gameplay - Skills:
- Precise Block: Mana cost updated to 90/110/140/170/200. Duration changed to 4/5/6/7/9. Cooldown changed to 45 sec.
- Escapist: Absolute Evasion Chance changed to: 100%. Duration changed to: 3/4/5/6/8.
- Son of the Wind: Absolute Spell Resist Chance changed to: 100%. Duration changed to: 3/4/5/6/8.
Much better But pls, fix PB bug! :P
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Old 04-17-2015, 08:18 PM   #107
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Excellent changes, looking forward to testing.
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Old 04-17-2015, 08:52 PM   #108
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Quote:
Originally Posted by Frosk View Post
Gameplay - Skills:
- Precise Block: Mana cost updated to 90/110/140/170/200. Duration changed to 4/5/6/7/9. Cooldown changed to 45 sec.
- Escapist: Absolute Evasion Chance changed to: 100%. Duration changed to: 3/4/5/6/8.
- Son of the Wind: Absolute Spell Resist Chance changed to: 100%. Duration changed to: 3/4/5/6/8.
Nice.
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Old 04-17-2015, 09:25 PM   #109
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Quote:
Originally Posted by Frosk View Post
- Added: Offensive Wall Camps. When a Realm vulnerates an enemy, if any player of that Realm dies in the hands of another player in the Realm Wall Door zone, "Offensive Wall Camp" can be used as an option to respawn. These camps are located farther that then defender's Wall Camps, but way closer than the nearest save. Visuals still to be modified (there are no props yet!)
This sounds really good. Nice addition!

The other changes are much, much better than the previous update.

Best,
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Old 04-17-2015, 11:25 PM   #110
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Quote:
Originally Posted by Frosk View Post
Gameplay - Skills:
- Precise Block: Mana cost updated to 90/110/140/170/200. Duration changed to 4/5/6/7/9. Cooldown changed to 45 sec.

I think the mana cost update is a good change. I am concerned that the new duration/cooldown will tip the balance of melee fighting entirely towards knights.

With a duration of 9 seconds, precise block 5 means a knight can simply wait out the duration of UM. A barb has no good way to approach a knight. If you UM first, they PB and then chain knock you. If you don't UM, you get a spear range feint. If you UM to avoid the second knock, the knight just casts PB, waits out UM and then uses the second knock. Any CC is likely to fail given the 65% resist from def support and up to 25% knock resist from steadiness. The knight class is simply too safe, there is no risk involved.

I think that the duration/cooldown should be left at their current values for now. I'd rather this update just focus on the RNG. Class balance is important and should have it's own separate update.
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