07-25-2010, 09:58 PM | #151 | |
Initiate
Join Date: Jul 2009
Posts: 233
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07-25-2010, 10:04 PM | #152 | |
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Join Date: Mar 2010
Posts: 35
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07-25-2010, 10:19 PM | #153 | |
Master
Join Date: Mar 2009
Posts: 450
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Deflecting barrier5 and Shield wall5 will only cost around 850-900 mana, i'm not 100% sure I forget totals. That would leave me with 350-400 mana to use for fun Mainly knocking people to the ground so that barbs can kill them or using my ever favorite balestra^^ Also my reasoning is that this will be a group with a variety of classes dividing the responsibilites. But for sure I will be able to cast 2 of those, i'm already skilled for it just awaiting the changes to go live . (which might take awhile because they said they are preliminary) I respect you too.
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07-25-2010, 10:39 PM | #154 |
Banned
Join Date: Dec 2009
Posts: 843
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Big bulshit atm...like i told before....nothing like mages nerfs but nothik realy happens on RO..NOTHING.
When NGD will be capable to doo anthoters shits like nerfs i will admit they are capable to do a game.....atm on my opinion just shit |
07-25-2010, 11:35 PM | #155 |
Pledge
Join Date: Dec 2008
Posts: 29
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Knight is first line fighter... conju second or third... so in order to babysitting - knight need to stay with conju far from enemy...
I really don't believe that there will be 24h/day knight following me like a pet. You will not hear this often but once of conjus tasks is to stay alive.... no one will do this job better then conju.... and once again conju defended by others is a myth (ofc i am grateful for ppl assistance) . In fact other conjurer is best conju defender but since often we need do job solo... so ... if conjuer want to survive he needs take care by him self.... PLZ remember we are only rear guest to front line. Syrtisa. |
07-26-2010, 12:11 AM | #156 | |
Master
Join Date: Mar 2009
Posts: 450
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Shield wall and star shield can now be cast and the knight can leave and you will still have his/her protection This is a very nice change. I'm not saying knights will babysit conj's and that only other people can keep a conj alive, of course that is your work and skill. But we can certainly keep your resistances more buffed than before while doing other things
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07-26-2010, 01:15 AM | #157 |
Count
Join Date: Nov 2008
Location: Trinidad and Tobago
Posts: 1,194
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I will post in due course but In effect what I will post is about the frustration that has been welling up in support conjurers for a long time, The lack of tools that a knight has to defend a conjurer or any other class for that fact and the possible re-arrangement of spells on the conjurer trees as well as a few new suggestion on the knight tree that would make GH more feasible as an area instead of an aura. Please, understand that I do NOT agree with GH in its present iteration.
Adittionally, we have absolutely no idea about the changes to come for marksmen and hunters so it is premature to talk about what should be changed on knights until we know where hunters stand in this update. Patience. I just don't have the time to post extensively on the subject now. Art Last edited by bois; 07-26-2010 at 06:10 AM. |
07-26-2010, 04:28 AM | #158 |
Baron
Join Date: Aug 2009
Location: /dev/null
Posts: 766
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There's another thing that I find wrong. That's about Splinter Wall.
The current splinter wall is an aura that does 100-150 pierce on very close enemies for 30 seconds, The version on Amun is not an aura (area dot), that does 60-120 pierce for 10 seconds. So, you divide its duration by 3 but you also reduce its damage, so really there's something I don't understand here because the current version is really far to be OP and is almost not used at all, because it does pitiful damage on most of the targets except low mages due to its piercing nature and the armors, but now you propose a new splinter wall with nerfed duration AND damage ? Really I don't get it... I did some tests with lvl5 splinter on unranked mobs : around 20/tick, on lvl50 unbuffed knight : 15 / tick, and same thing on guards, for 10 seconds... It was already a lame spell and you made it even worse... Of course now this ex-aura spell won't eat the server CPU since nobody will ever use it. It would have been more logical to increase the damage instead of nerfing it (and it's even needed due to the armor increase/fix), just to make this spell worth something... Then, there's some positionning issues (see attachs), esp when guards go back to their initial position, you see that they get stuck on wall, but in fact they are really back to their initial position And some log issues, spells not appearing in log (last attach)
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Last edited by Shining-Scias; 07-26-2010 at 05:12 AM. |
07-26-2010, 08:08 AM | #159 |
Marquis
Join Date: Sep 2007
Location: Australia
Posts: 2,439
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Conjus NEED to be able to do some light tanking. It doesn't matter what areas/auras/CCs you give other classes. In a game like this, they will NOT be able to fully protect conjus. Any class can put out enough pressure while conserving mana to force a conju to retreat/cast SS. Marksmen, even in their miserable state, can put enough pressure on a conju with only a few normal hits to stop him healing allies and start healing and buffing themselves. That's not how it should be.
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07-26-2010, 08:33 AM | #160 | |||
Apprentice
Join Date: Sep 2009
Location: Europe
Posts: 86
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(Just a note about the tone. I am trying to be constructive and calm, maybe doesn't seem so but it is because my bad english)
Thanks for that, I hope that these changes can improve the gameplay but unfortunately I continue to see my class (the barbarians) as a underdogs. Here now my observations: Quote:
You say also "Other speed altering spells will be adjusted like this soon." Do you mean that you will change also Thirst for blood? Because this spell give also attack speed. I see that you have changed it in someway but why not increase by 2 the speed bonus? Quote:
Practically it's a nerf on a warrior ability. I am not so happy of that... However we have to test it, maybe in the new landscape the warriors are better than before. About mind squasher and martial reflexes, what have you changed? Were them broken? If martial reflexes did not increase the critical as intended probably also "Execution" doesn't. Quote:
people use expansive wave instead of rage. Now, sorry, but I have some criticisms... Have you think to something for the Spear tree? At the moment the spears are really bad for warriors. About old objects. I paid for good objects from Lucky box, some of them give cast speed and attack speed. With these changes you are substantially changing my objects, that doesn't seem right for me. As someone have already suggested (look here: http://www.regnumonline.com.ar/forum...ad.php?t=62826) I think that you should double the speed of the objects, but only for the objects that have been bought in the past. Also the RoL now is less effective (making Ignis weaker), will you double its AS? You have think a lot about knights, they are important but, again, what about barbarians? This threads in the balance section are really interesting: (By Arafails): http://www.regnumonline.com.ar/forum...31&postcount=1 (By Mattdoesrock): http://www.regnumonline.com.ar/forum...08&postcount=1 Let me know what do you think.
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Ayexeyen (in phonetic word "aiεkzεiɱ"): Ignis Barb 60 |
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