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Old 08-17-2011, 05:47 PM   #151
tjanex
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@Hidra, you lost vs Scroto as lvl 56 marks? Whahahahahahahaha with learn to play your Hunter you just ment you suck playing your marks lol...
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Old 08-17-2011, 05:56 PM   #152
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@Hidra, you lost vs Scroto as lvl 56 marks? Whahahahahahahaha with learn to play your Hunter you just ment you suck playing your marks lol...
Get back to that screenshot ,watch again and stop posting useless comments
There was more 2 ignis.. And when a hunter make on you 900 dmg ....
And that facepalm for you was welcome.I might give you one for the stupidty of your comment

And if you have nothing good to say just don't say be more constructive.
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Old 08-17-2011, 09:23 PM   #153
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Originally Posted by 53453467734534 View Post
Make unused spells better.
I aggree with this. Theres tons of unused spells(camo corps,collosus etc) that could be improved or changed to add more setup options for players.
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Old 08-17-2011, 10:32 PM   #154
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The most important and immediate need has been reducing the length of time that one player can disable another player.

Removing feint from barbarians and reducing ambush to melee range aren't nearly enough.

Moving to a static duration model as suggested above is an excellent way to do this. Do this for all CC spells. I'd suggest these times:

Knock: 2 seconds (how long does it take to stand up?)
Dizzy: 2 seconds (these should be interruptions, not disabling)
Cannot Attack: 3 seconds
Cannot Move: 3 seconds
Confuse: 4 seconds
Stun: 4 seconds
Freeze: 4 seconds

Use cooldown if you need to scale something with each spell level.

People complain that these times are too short for PVP. Good. Hitting a disabled opponent makes for lame PVP. Get your teammates to hit your opponent after you knock him down.

While I'm at it, Mind Squasher is too powerful and random. Make it 100% chance to remove the last positive effect applied.
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Old 08-17-2011, 10:34 PM   #155
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Quote:
Originally Posted by cugel View Post
The most important and immediate need has been reducing the length of time that one player can disable another player.

Removing feint from barbarians and reducing ambush to melee range aren't nearly enough.

Moving to a static duration model as suggested above is an excellent way to do this. Do this for all CC spells. I'd suggest these times:

Knock: 2 seconds (how long does it take to stand up?)
Dizzy: 2 seconds (these should be interruptions, not disabling)
Cannot Attack: 3 seconds
Cannot Move: 3 seconds
Confuse: 4 seconds
Stun: 4 seconds
Freeze: 4 seconds

Use cooldown if you need to scale something with each spell level.

People complain that these times are too short for PVP. Good. Hitting a disabled opponent makes for lame PVP. Get your teammates to hit your opponent after you knock him down.

While I'm at it, Mind Squasher is too powerful and random. Make it 100% chance to remove the last positive effect applied.
I approve of this post.
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Old 08-18-2011, 04:59 AM   #156
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Originally Posted by TheMessenger View Post
I approve of this post.
I disapprove.
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Old 08-18-2011, 07:38 AM   #157
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Quote:
Originally Posted by cugel View Post
Knock: 2 seconds (how long does it take to stand up?)
Dizzy: 2 seconds (these should be interruptions, not disabling)
Cannot Attack: 3 seconds
Cannot Move: 3 seconds
Confuse: 4 seconds
Stun: 4 seconds
Freeze: 4 seconds
chance to remove the last positive effect applied.
i think with these durations, fight become 'normal hit fights' the one with the best weapon wins.

CC's are useless this way, you waiste 1 normal hit by casting a CC spell to disable a target for some time. Whitin that time you should be able to hit that target at least 2 times, else the CC is completely useless.

reducing knocks with 1 sec per lvl is imo enough nerf.


about the hunters, i was referring to fortwars. You are clearly referring to PvP.
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Old 08-18-2011, 09:56 AM   #158
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Quote:
Originally Posted by cugel View Post
The most important and immediate need has been reducing the length of time that one player can disable another player.

Removing feint from barbarians and reducing ambush to melee range aren't nearly enough.

Moving to a static duration model as suggested above is an excellent way to do this. Do this for all CC spells. I'd suggest these times:

Knock: 2 seconds (how long does it take to stand up?)
Dizzy: 2 seconds (these should be interruptions, not disabling)
Cannot Attack: 3 seconds
Cannot Move: 3 seconds
Confuse: 4 seconds
Stun: 4 seconds
Freeze: 4 seconds

Use cooldown if you need to scale something with each spell level.

People complain that these times are too short for PVP. Good. Hitting a disabled opponent makes for lame PVP. Get your teammates to hit your opponent after you knock him down.

While I'm at it, Mind Squasher is too powerful and random. Make it 100% chance to remove the last positive effect applied.
Lolz with those durations mages won't be able cast anything while opponent under CC due to GCD Ok this can work for RvR where 6 sec knock is already death But this game (on Horus and other small servers ) not only about RvR XD
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Old 08-18-2011, 10:27 AM   #159
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Quote:
Originally Posted by NSer View Post
But this game (on Horus and other small servers ) not only about RvR XD
even on smaller populated servers RvR is the main purpose of Regnum Online. So the most balance has to be the RvR balance part.
If a warlock has to relay on ccs to win, he is not that good as he could be. The same imo with kick/feint[5] melees, if you are good in playing your class, you don't have to relay on ccs to win.

And isn't it much more fun to fight and (maybe) win (maybe loose) by knowing your opponent has fun too?
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Old 08-18-2011, 01:28 PM   #160
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Quote:
Originally Posted by cugel View Post
The most important and immediate need has been reducing the length of time that one player can disable another player.

Removing feint from barbarians and reducing ambush to melee range aren't nearly enough.

Moving to a static duration model as suggested above is an excellent way to do this. Do this for all CC spells. I'd suggest these times:

Knock: 2 seconds (how long does it take to stand up?)
Dizzy: 2 seconds (these should be interruptions, not disabling)
Cannot Attack: 3 seconds
Cannot Move: 3 seconds
Confuse: 4 seconds
Stun: 4 seconds
Freeze: 4 seconds

Use cooldown if you need to scale something with each spell level.

People complain that these times are too short for PVP. Good. Hitting a disabled opponent makes for lame PVP. Get your teammates to hit your opponent after you knock him down.

While I'm at it, Mind Squasher is too powerful and random. Make it 100% chance to remove the last positive effect applied.
This is why I am forced to put disclaimers in my posts these days. I rather focus on the principle than those durations. The point is that it is better to have certain CC effects static. I still think that certain others can have scaled durations.
Examples of ones that can have a scaled duration could include (but not limited to) Confuse, Darkness, Dizzy and Freeze. Now, those that do scale do need duration reductions.
For those that don't scale it should be important to note that the static duration need not be the same for every single class. For example a kick could be 3 seconds and a will domain 4 seconds. It would and should not be the same across classes. It is far easier to control certain powerful CC effects with static duration and another component that scales. It also makes the spell more useful at level 1 to 5. It avoids the spell being useless at level 1 and over powered at level 5.

Now, if that extra component happens to be damage, what do you lose ? A normal? You already did damage in the CC cycle so you do not need 2 normals. And why do you need 2 normal hit cycles? The aim is to gain a slight advantage and not do a beat down, or is it? What about applying debuffs on the opponent while you have that window, or even a buff on yourself? Isn't that a way to improve your odds? When the opponent gets up what is stopping you applying other debuffs? Or is it players are used to totally incapacitating their opponents with well rehearsed CC chains? God forbid they actually get up or catch you to actually have a chance. This is why players cried/cry about blocks/ evades/ resists. It kills their well rehearsed spell chains.

As for Mages and GCD, the simplest way to fix it is to adjust GCD.

While I am on that topic, I think that freeze needs a 'thaw' counter spell especially as DoTs continue on the frozen object. Darkness needs 'shining light' as a dispell. All these could be Warmaster spells under my revised warmaster system. See how you can apply an unlimited number of spells under that system? There is no limitation to the possibilities. The expansion that never dies.

Quote:
And isn't it much more fun to fight and (maybe) win (maybe loose) by knowing your opponent has fun too?
The politically correct answer is 'yes' but in reality that answer is 'no' for a lot of players.
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