07-18-2011, 03:06 PM | #141 |
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Join Date: Apr 2011
Location: chicago
Posts: 10
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readin all thise coments all i gotta is say is ya lets fkn switch n swap all the op spells from op classes 2 weak ones ya lets make 1 big fkn mess.
ffs be creative -fred1011010110 |
07-18-2011, 03:34 PM | #142 |
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Join Date: Nov 2006
Posts: 205
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It seems like a big concern but tbh I don't see many barbs skilling intimidate. I could be wrong but for me I feel it would be a waste of points
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07-18-2011, 03:43 PM | #143 |
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Join Date: Nov 2008
Location: Trinidad and Tobago
Posts: 1,194
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Question remains. Will musical chairs switching of spells actually solve anything or just push problems under the carpet?
It is the simplest thing but will it solve the problems once and for all? Or does the game need earth shattering changes? I personally think 5 seconds knock is too much. For any class and any knock. If we used the scale a,b,c,d,e, then we would end up with at minimum 2,3,4,5,6 to make sense. 2,2,3,3,4 could make sense if it has a partner component that scales properly. That would be a bitch to balance. Remember what knock is . An immobilize A 100% debuff of evade, resist, block, (miss) A cannot attack A cancel attack Could a static Knock duration solve it? I think it could. Consider some crazy options (just hypothetical not actual application, don't go crazy on the numbers they are not real) Kick at 2 seconds Knock level 1 -5> Partner debuff: strength reduction (2,3,4,5,6) for 10 seconds. Has damage component. Feint at 2 seconds Knock level 1-5 > Partner debuff : weapon damage reduction (2,3,4,5,6) for 15 seconds. No damage component Ambush at 3 seconds Knock level 1-5 > Partner debuff : Elemental damage (protection) reduction on target (2,3,4,5,6%) for 20 seconds. No damage component Will domain at 4 seconds Knock level 1-5 > Partner debuff : physical damage (protection) reduction on target (2,3,4,5,6%) for 20 seconds. No damage component. Now I know people like to harp on figures and spells. What I put above is to show a principle and not actual spells. The numbers are completely random and the debuffs are totally random as well. Don't discuss them as if they are spells to be delivered as I wrote them. The principle is that the knock being powerful component remains static and the partner component being weaker (allowing other player options) can be the one that scales. I hope I explained it in a way that most can see where I am coming from. Of course this is born from Seher's concept which I consider to be quite solid. Regards |
07-18-2011, 03:49 PM | #144 | ||
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Join Date: Apr 2009
Location: Bavaria
Posts: 1,026
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Quote:
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I've started a thread about this. Your workaround would work, too, (especially with shorter cool downs per level!) but it remains somehow dirty. What I think the balance stages should look like: 1. CC fix, coupled with a spell level fix 2. Armor fix: Absolute damage reduction makes balance unnecessarily hard and causes items to be REALLY overpowered for faster-attacking classes 3. Finally a definition of hunters, something besides pets and camo that differs them from marksmen. (I prefer my own suggestion obviously :P but any proper definition will do) 4. Somehow get the game to work again. :P Those changes above would for sure break everything you can break, and that's the stage in which classes should be made similarly strong via adjusting damage output etc. Smaller steps are better here, but JUST here. The "too many points"-problem for level 60s should be solved here as well. Such an update would make me an addict again. Could be a bit too much though, but none of those points can really be postponed, everything's a critical issue. (Well except for the armor fix, maybe...)
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07-18-2011, 03:55 PM | #145 |
Baron
Join Date: Jun 2008
Location: Brazil
Posts: 622
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I see. If in the changed they turned defeating roar and howl to 6m radius spells. And if they dont do this barbs will be just run to kill.
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07-18-2011, 05:15 PM | #146 |
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Join Date: Jun 2009
Location: Germany
Posts: 239
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important question at NGD
Sorry for being half off topic now, but I have an important question concerning this discussion.
Is NGD interessted in opinions from german users which are not registered at this forum? We had a thread started by a usere about your plans to discuss like we all are doing here in german gamigo forum. This thread has been deleted without any comment because it's forbidden by gamigo to start threads about plans, changelogs etc "not officially announced by NGD" what meens, if gamigo has gotten no email from NGD, we can't discuss important things like this. It seems that gamigo does not want us to be part of a discussion which can change the way Regnum is going to get. I would love to have some NGD official answering me. regards
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Darcyeti Stahlherz Barbarian 60 Ivan Felsenschulter Knight 60
ALSIUS Malchor Harpell Conjurer 60 Finian Harpell Warlock 60 Valhalla Archer Bowman Hunter 51 Corbinian Bowman Marksman 60 |
07-18-2011, 07:09 PM | #147 |
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Join Date: Oct 2007
Location: L'Aquila - Italy
Posts: 268
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maybe for warriors and archers because they use normal hits, but mages can only count on their spells, so you have to subtract 2 seconds because of normal GCD, so you should have 3 "real" seconds where you can cast something upon the enemy, that is one spell when the enemy is on the ground and another just before he stands up and fights back
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07-18-2011, 07:31 PM | #148 |
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Join Date: Mar 2011
Location: The Chocolate's Factory
Posts: 32
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i think just about what end will hunters have... atm this unlucky class counts alot on ambush, so he can cast debuffs and Dots if needed, and keep far warriors. How the **** do u think an hunter can stop a barb now? stunning fist sucks, ambush is nomore. try to stop a barb running at 25% with UM activated that hits u for 900 normals while running..... Dear NGD this is gonna be another gret fail , becareful or u can lose other players, that isn't what i want, but i think i'm gonna quit too if u don't make any "good updates" for "all Classes" and not only for the usual locks, marks , barbs.... Intimidate on barb ? okay but don't nerf ambush dears, i can't stop my enemy, or better i can't survive. So watch out well for what are u gonna do, listen to players , they are playing cause they like the game, and the last 3 updates killed the 50% of them.... maybe a fourth can give the final cut...
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07-18-2011, 08:19 PM | #149 | |
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Join Date: Nov 2008
Location: Trinidad and Tobago
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Quote:
There are many things that can be done without making mages dependent on having to hit a long knock. The fact that a mage would only be knocked for 2 -3 seconds may work in their favour too. Knock is just the first part. The whole picture is not about knock , I just happens to be the worst of the lot right now. |
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07-18-2011, 08:22 PM | #150 |
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Join Date: Nov 2006
Posts: 205
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I don't play any archers but I can see how hunters will be totally screwed by the change to ambush. Marksmen can handle the change but I don't see how a hunter will survive. I hope that if you do change ambush that it has a 10m range at least.
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