07-25-2010, 03:45 PM | #131 | |
Banned
Join Date: Dec 2009
Posts: 843
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Quote:
FAil of balance. Please relog and after show me some shit. Press "C" key dude and tell me the armors points... Some of ppl talk before full testing. |
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07-25-2010, 03:47 PM | #132 | |
Initiate
Join Date: Jul 2009
Posts: 233
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Quote:
I had just logged in and rode to Meni. I hit Caution and Precise Block and that's it. Here's the uncompressed screenshot: |
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07-25-2010, 03:59 PM | #133 |
Master
Join Date: Jun 2010
Location: Germany
Posts: 309
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I tried it with my barb and frenzy (5), caution (3). I get hit by about 85 - 90points. I had 919 AP.
I logged in, rode to Algaros and started my spells
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07-25-2010, 04:38 PM | #134 | |
Apprentice
Join Date: Dec 2008
Posts: 98
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Quote:
Think about it most of the support spells have been nerfed now: Heals - increased mana (and I think the duration went up too) Regenerates - increased mana and no pre-casting it now MC - this one's obvious, range and amount nerf. Protection Dome - yea... made almost useless Vital Surrender - I'm pretty sure this one took a nerf too, can't remember what though And Now... GH - possible nerf of duration, and amount and range. How is this making the class more appealing to play? Personally as long as they don't nerf Dispel, I'll continue to play my conjurer as this is the only way I feel like I'm a constant factor in war relying on healing only is too much downtime.
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Arwen - Level 50 Conjurer | Uruviel - Level 50 Hunter | Cheesepuff - Level 50 Marksman Cheeseburger - Level 50 Warlock | Cheesecake - Level 50 Barb | Aelean - Level 50 Knight |
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07-25-2010, 05:59 PM | #135 |
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Join Date: Aug 2008
Location: Ohio
Posts: 121
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as it is now support conju is the least fun char to play and ngd wants to make it worst. well chico just remove the class from the game with the nerfin done and the new nerfs you might as well just remove conjus all together
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07-25-2010, 06:02 PM | #136 |
Apprentice
Join Date: Jun 2010
Location: Central Island
Posts: 55
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The simple fact of the matter is that most people prefer offensive classes to supportive classes; most would rather fight instead of hiding behind a rock supporting other players. In order to get more people to play Conjurers as they were intended, you need to make the class appealing.......
Having said that, nerfs to some of our best and most balanced spells will not make the class appealing; people will either go warju or switch to another class because the company that owns this game continuously makes our gaming experience harder I don't know about other realms, but in Syrtis, I haven't seen a new support conju in a long while. On the contrary, I've seen many new conjus who have skilled for warju all the time. On the subject of support conjus, in syrtis, I usually just see the regulars (Syrtisa, Ieti, Lussiel, Mr. Egg, Arwen, etc). I may be wrong, but I only count 8 constantly active conjus in syrtis spread across all timezones and many of them have alts that are more fun to play with. With all due respect, if you want to start balancing the conju class, stop nerfing us ffs.
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Aasiora(conjurer) | Aari (knight) |Iraa (warlock) |
07-25-2010, 06:36 PM | #137 |
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Join Date: Jun 2009
Location: France
Posts: 1,024
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Guys, please wait next step.
I'm sure NGD goal isn't to make conjurer class even more boring. They said it is preliminary work. Whetever, i'm clearly against anything making support conjurers even more rare. As many players, i'm quite anxious about this balance update.
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Annavilya / War-Luck (Haven)
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07-25-2010, 06:40 PM | #138 |
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Join Date: Jun 2007
Location: Philippines
Posts: 1,244
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I agree. This is a work in progress, so instead of whining how x change is bad for x class, I suggest you propose solutions.
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07-25-2010, 06:56 PM | #139 |
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Join Date: Nov 2008
Location: Trinidad and Tobago
Posts: 1,194
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Hi everyone,
I waited to post my opinions because I really wanted to see the opinions of certain people that I consider to be experts in specific classes. I consider a lot of you experts. Now that a lot of them checked in I can post more freely by gaining knowledge from their wisdom. Everyone knows I play Knight mainly and as such, most of my experience lies there. Much of my commentary may be coloured by this. Anyway, here we go. GENERAL COMBAT MECHANICS Anything that improves the fluidity of my general combat is a bonus for me. I have found that combat is generally more fluid so that is a positive. On the negative side I find that my apparent positioning (visual) would take some time to get used to. Quite often to hit a normal or a spell after a running target, I have to be visually almost past my target to hit. With spear I am basically on my target to hit. This applies to running targets (away). Stationary or hardly moving targets are just fine. Because I am maybe the only player from Trinidad and Tobago playing and my ISP plays the arse a lot , this may be the reason. We will see. Generally, I see improvements across the board here so I give this a thumbs up. Have not tested the Casting time > casting speed in any depth so I think I should refrain from commentary at this time. MAP I am glad the map editor is working (did not know it was down) . The Algaros improvement should make things interesting there. I look forward to changes in the teleporter , addition of the new one and possibly move of Trelleborg save. Should be interesting. SPELLS Mages: * Silence: Okay I guess however, I was more thinking along the lines of : level 1 4 seconds, 180 mana level 2 6 seconds, 210 mana level 3 8 seconds, 240 mana level 4 10 seconds, 270 mana level 5 12 seconds, 300 mana . The mana consumption should be adjusted to be more in line with the time (considering it doesn't do any actual damage) to make it more attractive. I am basing the values on what the description says (yes I know the first one is supposed to be 3 seconds.) * Splinter wall: This spell was practically useless before but had a few application because of the very long duration (30 seconds I believe) It is now 10 seconds for the same damage and same mana. Now it is totally useless. No way a mage can save himself using it and the damage is so negligible because it is piercing attack ( most around setup up to defend this damage because of archers) that I would be damn foolish to skill it and try to cast it in an opposing army. Area yes, but this one needs work. I see what you were trying to do but this is a big nerf. Consider adding a reduction of hit chance to the mix to make this one more attractive. Something like -6%, -8%,-10%,-12%, -14% hit chance to those caught in the area and lasts the 10 second period in addition to the pierce damage. That might make this one interesting. * Time master: I could live with those changes. a 100% freeze chance was a bit irritating. Conjurer: * Major healing: this one hmm. This might need a whole post. My view on this is extensive. A few quick points on it. 30 second duration is a bit too short in my view. At least 45 seconds might be more appropriate. I don't think the caster should be affected, I will post separately why a bit later on. The health tick should return to +40 at the high end. I endorse converting it to an area. Reasons will be explained in separate post later on. * Tremor: The top tier needs to be a 100% dizzy rate rather than 90%. Resists abound already and classes have the ability to increase their resist rate to dizzy spells already. this should at worst be 60% to 100% in 10% increments. Warlok: * Sultar´s terror: Well NGD out did themselves on this one. A mega nerf to this spell. This nerf should be called a nuke rather. So we have a spell that could be resisted quite often and considering the type of damage could be deflected anyway if the correct auras were in place. Not to mention the changes to CS which is a game changer on top of it all. The only problem with the spell was that it stacked so you would be lying on the turf writing your memoirs until it was all over. Instead of doing the NGD philosophy way which is to do 1 change to fix many problems they did the opposite. I found that rather funny. Anyway, The first and biggest change to Terror would be to not make it stackable, Second change would be to lock it to a 30m *edit* maximum range spell and not the staff range beyond 30 m. Maybe even drop it to 25m range. The splash effect could have been adjusted as they did but from 100% at epicentre to 50% at edges. Consider that knights now have 360 degree areas and auras making the proposed changes by NGD seem even more odd. Harsh words for a first iteration but I this one needs a full rethink. It may be easier to do the % chance thing but I thought more calculations= more lag . I could be wrong there. My view is that we need more things we are sure about and can count on rather than continuing to roll the dice more and more. * Frozen Storm: they might have to tone this one down a bit to maybe 80% at the high end or else this might become the new time master with damage bonus. Would be very economical to use this one over time master both in mana consumption and where it resides on its tree. Warriors: * Typhoon: Typhoon did not need a touch in this round in my view. The length of time to cast it plus CD was enough to keep the spell balanced. they could even move the cast time to 3 seconds to balance this further. * Mind Squasher: I don't know what this means -> "A bug has been corrected that might prevent this spell to work as intended" * Thunder strike: No comment yet * Martial reflexes: No idea if this is fixed or not. A critical hit can only be calculated when a normal hit lands. Then the probability of it being critical is calculated. Concentration is supposed to affect this. Without knowing the equation there is no way we can calculate if this works as intended. In my tests I saw no improvement whatsoever. But then how would I know? I have nothing to base it on. Knights: * Heroic presence: Fine * Shield wall: This is fine, the 30 seconds for the mana is a bit short. Consider 40 seconds. * Stars shield: Same as above * Deflecting barrier: Fine Barbarians: * Thirst for blood: No comment yet. * Rage of the earth: No comment yet. At the end of it all, I applaud NGD for the fine effort they are making here. It is the first iteration so we have a long way to go. I am sure they will tweak and get stuff right. I am not overly concerned. Keep in mind this will be a HUGE update , maybe changing the game in ways we could not imagine now. Keep in mind that the archers have not been touched as well as other spells like darkness etc. Good luck NGD as always and congrats on your communications. The discussions are healthy and vigorous as I expected. Generally positive too! Regards Artec Last edited by bois; 07-26-2010 at 05:22 PM. Reason: error in heroic presence |
07-25-2010, 07:01 PM | #140 |
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Join Date: Aug 2008
Location: Ohio
Posts: 121
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actually ngd has known and understood what the conju problem was the ones who mostly where tankin were the warjus. so ngd in its wisdom heavly nerfed the support side of conjus and only slightly the side which allowed the warjus to be so oped. here again they propose nerfing the support end. which ultimatly will send more to the warju side. or total extinction of the support conju. sorry but being on the defence end of the mages they should be able to tank however the damage by this class should be next to nothing. as far as grindin the conjus auras should give more xp and rps
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