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Old 01-28-2017, 06:37 AM   #121
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Quote:
Originally Posted by Tenel_Ka View Post
Defensive Stance: I agree with Halvdan here. The damage received in Defensive Stance from ranged attacks should be increased, but melee damage should be reduced. Current Defensive Stance is not enough.

Protector's Temper: If Defensive Stance isn't going to be improved, please revert this passive back to 15% resists at Level 5. Currently it's not enough for tank/support knights.

Paladin's Aid: Please add to the description of Paladin's Aid that you must remain within 8 meters range for the duration of the spell.

Strategic Position: At only -15% and with a short duration, is anyone going to skill this? Defense points are already put into Acrobatics and Evasive Tactics.

Focus: Focus functions like a heavily nerfed Parabolic Shot. Are there any plans to balance the two spells so marksman might be inclined to use it?

Prominent Sight: This also seems to be a nerfed Parabolic Shot, and doesn't belong with the other pet skills. A skill that improved pets in some way might be more logical.

Wind Wall: Why nerf this? Keep in mind that mage armor point values were not raised with the introduction of WM jewellery. Reducing range back to their original values is not enough for -25% to be sufficient.

Sorry if I've said anything incorrect, haven't played some of these classes in a while.

You haven't, +1 to all of this ^^
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Old 01-28-2017, 07:33 AM   #122
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Quote:
Originally Posted by Frosk View Post
All those who had issues related to their characters not existing in Amun should no longer face this issue.
Why do I have to choose a realm then?
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Old 01-28-2017, 10:44 AM   #123
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since some consider that hunters got a nerf, i feel quiet the opposite, hunters got an upgrade

an area which deals 1k damage and 3 second knockdown, that is sounds like a sultar to me, now everyone will run away from any pet that comes rushing towards them

imagine this spell being used in a 1v1, it will guarantee me the kill

as for warlocks, i am still not sure if i will skill golem fist and stalagmite, distributing power points is the real challenge

so how about giving 10 extra power points to all classes, so we can get to try out the new spells and everyone will be happy
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Old 01-28-2017, 12:10 PM   #124
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Just a request, but could you please edit the original post so we can check easier the actual state of the changed spells?

Thanks
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Old 01-28-2017, 12:11 PM   #125
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Quote:
Originally Posted by hardboy View Post
l

as for warlocks, i am still not sure if i will skill golem fist and stalagmite, distributing power points is the real challenge

so how about giving 10 extra power points to all classes, so we can get to try out the new spells and everyone will be happy
Plus One, i dont think golem fist and stalagmite will be worth it, if they are, which other spell to remove? i mean clearly reducing levels wont be enough to put into them so will have to remove some, most we cant remove.

Id like the more power points to all classes idea, but imo 10 will be too unbalanced? Maybe. I think what actually would be much better would be 5 power points and about 100 or 200 discipline points. To all classes should be fine, no one will cry.
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Old 01-28-2017, 12:14 PM   #126
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Quote:
Originally Posted by hardboy View Post
as for warlocks, i am still not sure if i will skill golem fist and stalagmite, distributing power points is the real challenge
Well, yeah. But one (of several issues of subclass) was, that all reasonable damaging spells were in one tree(elementals), and those spells were mostly only useful on level 5(which is also an issue with the new spells btw), which forced warlock to skill elemental tree to 19, which was very restrictive.

Like this, warlock can use also arcania tree to deal damage, which might give warlocks more options for different setups. But it would be cool, if stalagmite cooldown was reduced to 15(20) seconds like fireball(and another warlock, pure damaging spells) has.

Quote:
Originally Posted by saumya View Post
Plus One, i dont think golem fist and stalagmite will be worth it
Stalagmite is a spell with similar damage as fireball, + cast time only 1 second makes it finally interesting choice. As for golem fist, noone can really tell now, but it will be still good spell against classes with higher defense such as knight...well, not if knight ends like this.
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Last edited by halvdan; 01-28-2017 at 12:30 PM.
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Old 01-28-2017, 12:26 PM   #127
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While we are on Balance update... check this:

https://www.championsofregnum.com/fo...&postcount=105

If it's really true why mages gain the same amount of power points from 50 to 60 level? They have only one available type of weapon and 3 subclass trees. I see huge imbalance here (if it's true ofc...). Can anyone confirm this?
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Old 01-28-2017, 03:17 PM   #128
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Quote:
Originally Posted by Sentan View Post
While we are on Balance update... check this:

https://www.championsofregnum.com/fo...&postcount=105

If it's really true why mages gain the same amount of power points from 50 to 60 level? They have only one available type of weapon and 3 subclass trees. I see huge imbalance here (if it's true ofc...). Can anyone confirm this?
Just check it out on any skill trainer website, you will see that a mage has more available power points than non-mage, exactly by the amount I say in that post.
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Old 01-28-2017, 04:27 PM   #129
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Quote:
Originally Posted by Kimahri_Ronso View Post
Just a request, but could you please edit the original post so we can check easier the actual state of the changed spells?

Thanks
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Old 01-28-2017, 06:01 PM   #130
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Please think about returning back Tremor on conjurer. It was an awesome spell to use.
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