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General discussion Topics related to various aspects of Champions of Regnum |
View Poll Results: Do you think Warmasters update improved your game experience ? | |||
Yes | 34 | 22.82% | |
No | 115 | 77.18% | |
Voters: 149. You may not vote on this poll |
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05-28-2011, 09:31 AM | #111 |
Pledge
Join Date: Mar 2011
Location: Australia
Posts: 18
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Coming from a Conjurers perspective, the inclusion of offensive banners means I either survive for 3 seconds, or 20 seconds, depending on if i get my sanctuary up in time. I can't stop any rush towards me due to cc resist, nor can anyone else, so it is good night Conjurer, and bye bye support unless I am in arms reach of a fort door. I like the defensive banner to increase HP (battles can last longer), tele and horn to allow improved mobility, but offensive needs to be changed to 100% attack chance, or an increased 20% damage output or something similar. The chaotic melees in this game make it exciting, and to take out cc's for the duration of the battle, there is no point of me or any other class even using points on these cc skills (which are the only ones worth having in wz battles for a conj btw). After a few weeks/months every encounter will be started by banners going up (even 1 vs 1) due to the ever increasing number of Warmasters (already signs of it happening at every fort battle on Horus). The tables have been turned and barbs are now leagues above everyone because of this now. (highest damage +2000 HP +CC resist + speed boosts + any self or friendly buffs= Regnum Online GOD mode). With this cc resist plus a potential 35 second confuse thrown at a Conj, the support class is almost not even worth having. A chew toy to whoever gets to us first. If anyone knows any counters, I would love to hear them.
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05-28-2011, 09:46 AM | #112 |
Master
Join Date: Jan 2010
Location: Belgium
Posts: 561
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Counters:
-DI (but other conj required) -Try mind push (banners do not affect slow spells), it's risky but worth the shot. (another thing: static field, not very effective when you stand still but if you keep moving it becomes a perfect barb/knight counter). -Ask marks to keep potential confusers away from you (they can confuse or bow em). -And ofc sanctuary These are not perfect, but might worth a try.
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SHAKE IT LIKE A POLAR BEAR NINJA |
05-29-2011, 05:17 PM | #113 |
Baron
Join Date: Apr 2009
Location: Montana, U.S.A.
Posts: 690
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Warmasters in itself is flawed in that it draws out the simplicity of hack-and-slash combat and bottle-necks tactics into one side who finishes buffing and rushes first.
Also, how wm coins are achieved are incredibly weighted and favors the more active realms, now even moreso with the noble quests and dragon wishes. I haven't been able to complete the noble quest except for 1 single time a few months ago. Ignis gates seldom go in danger, if ever, when I'm awake. It's a fact. But that's just how it goes, so I deal with 1-2k wm coins every few days as I am not playing nearly as much as I used to. Something which I feel may help the wm "gap": Instead of waiting for a player to get all WM pieces of armor, give 1 wm skill per armor item (or 1/2/3 per mage item). Mages would get both beacons with tunic, both portals with hat, and hotw with gloves. Knights would need to get both shield and gaunts for HotW (since together they cost about as much as 1 other item for barbs/archers). Barbs and archers (since they have 5 pieces of armor) would just get 1 wm skill per armor item. To still motivate people to get all pieces of armor I'd give +100hp as a "congrats on being warmaster bonus", not that +100hp in itself is a huge bonus but it's enough to feel that sense of completion. That way, players can be partial Warmasters with 1 or 2 wm skills and still bring valid tactics to a fight with a more limited approach, underpopulated realms would still be able to counter with their own WM abilities but would be forced to work with more team tactics then just one person casting offensive portal, then beacon + beacon + hotw + charge! Also, players would be more prone to playing more, with a few WM skills to wet their pallet a little at a time instead of all at once, they won't feel as discouraged when facing full-fledged Warmasters when they have some of their own skills at hand, and might be more motivated to fight more / invade more to complete the WM skill-set.
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Kyrottimus: 60 - Barbarian (WM) RIP || Rykor: 60 - Knight (WM) RIP Vanosen Sagesight: 60 - Marksman (WM) RIP || Orykus: 60 - Hunter RIP |
06-20-2011, 06:05 PM | #114 |
Initiate
Join Date: Jun 2010
Posts: 130
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Please vote here http://www.regnumonline.com.ar/forum...ad.php?t=77630 for changes in detail.
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If you want to change something, everybody will complain. So do nothing? Wrong! That´s the only case they will complain even more |
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