04-09-2008, 02:15 AM | #11 | |
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Some classes have strong and weak points, like the Marks Etherel Arrow against a mage takes away the advantage of energy barrier...doesnt make them overpowers... When warlocks get hurt, we can steal ypur hp, so its like u did damage to urself, not overpowered, just a strong point... ect...
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Dark Venom Fang
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04-09-2008, 03:02 AM | #12 | |
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It may happen that you are the best player that has ever played this game, thus being merely unbeatable with whichever class you choose to play. OR It may happen that you are a best player then the adversaries you found... OR (I don't remember anything else interesting to say about this) Now, Marks VS Barb, both lvl 50 it's 50% for each when well played... actually goes more for barb side if Marks cast DS first and think that can regain range with escapist running through the Barb (I experienced this 1st hand, and saw it happen, and got similar opinions from marks 50). Of course that if a Marks resist/evade a particular move he gets the upper hand but the good thing about barbs is... 1000+ normal dmg... when not evaded. I've personally seen a Marks 50 getting beaten repeatedly by a Barb 6 lvls below at the Arena... naturally the set used by the Marks wasn't the best for the situation and after it was corrected he was able to take the Barb out. Marks Vs Knights, I was 8 lvls below and *naturally* I lost, but nor before taking the marks down to 1/4 below hp. On the other hand a lvl after I was able to beat a lvl 50 marks without full hp (it was his call not mine!) on something pretty much like pvp (I was running after him and when he got enough distance he casted the defenses and tried to regain range running through me... bad call). But more often then I wished I get "You killed /yourself" after an ethereal... Marks Vs Mages I have no idea. Marks Vs Hunters... short fast for the start and short medium to finish, naturally the hunter will need to leave the camu "inside" him or else he will be utterly pawned, never had (much) problems with them as long as they had the same lvl as me (but yes, I died enough times... well not quite, I ran before dying)... the worst is... now there aren't much of them on WZ below 50... But yes, Marks are a very good class... specially because they kill me often! Well, back to grinding.
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The sound of the Gion Shōja bells echoes the impermanence of all things; the color of the sāla flowers reveals the truth that the prosperous must decline. The proud do not endure, they are like a dream on a spring night; the mighty fall at last, they are as dust before the wind. -- Chapter 1.1 of The Tale of Heike, Helen Craig McCullough's translation |
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04-09-2008, 03:19 AM | #13 | |||
Baron
Join Date: Nov 2007
Posts: 702
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Either you think this:
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I agree, that when a marks sees a mage first the mage will have a bad time when the marks casts burst of wind at long range. But when someone sees another one first the agressor has always an advantage, no matter which class vs. which class. Also you should consider that archers are the only class that has no auras/area ally spells all all. That means they are designed in a way that allows them to be more powerfull than other classes with single target/area enemy spells. But actually warocks spells are more powerful in the result, just lower range and longer casting time makes warlocks spells loosing some power. I also don't think that marksmen's defence is too good. The only odd game design is that most of archer's evasion is in one skill tree. On the one hand that makes defence quite cheap because you just have to lvl up one tree for defence but on the other hand it is quite a big sacrifice to put points into a skill tree that has not a single spell which can be used on enemies, especially as an offensive class that a marksman is. In general, when you compare defences of all offensive classes there is not that much of a difference. barbs are having caution, unstoppable madness, several passives to get dmg resistance and quite a lot of hp, marks are having just about 200hp more than mages, spell elude, evasive tactics, strategic position, acrobatics and evade chance passive, warlocks are having energy barrier, spells to get mana/hp back, windwall, protection dome and some dmg resistance passives. Just to name the most important ones. Of course I cannot realy see how it is to play other classes than archers, but I saw quite a lot other classes fighting against me and against others. And from this point I would say archers, and ecpecially marksmen are not that overpowered that they can eat others. I have a fair chance to win as well as to loose when fighting against others, that is what gives me the feeling that classes are quite balanced. There are some minor corrections that have to be done in my opion, but this are not issues that would make one class totally overpowered. minor issues I would like NGD would think about it again: - combination camo+sotw - effect of confuse on support conjus - archers evasion tree, maybe split it up in other trees. - warrior damage cap, maybe 1,5k dmg, because one hit kills are not this what I consider to be fun for both sides - ranged attack damage cap, maybe 1k - increase speed for knights sprint or improve duration/cooldown ratio to make playing knight on hunts more fun. should be knights only since barbs have onslaught already - give knights (maybe barbs too, not sure about it) an INT passive. This would give more mana, faster mana regeneration and more spell resistance.
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dwarfen sniper pts Cumeri Tarenes and Hunti |
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04-09-2008, 03:41 AM | #14 | |
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- good conjus share DI's first between themselves and then on allies since the cooldown is shorter then the spell duration. - ah, ok... - NO, NEVER, NOT IN A MILLION YEARS. Fun for both sides is understanding each other weaknesses. Use beetle swarm, use brain piercing, use stunning fist, use sticky touch. use... gah... then what use will have the enchantments tree, how the hell will you fight for forts, who's going to play a game with capped features leaving players imagination and tactical ability to *limited* options? - same as before. - ah, ok! ... /me switches to the hunter: "HOW THE HELL A FULL ARMORED MIDGET WITH A SHIELD TWICE HIS SIZE CAUGHT ME??!!!" - ok, more int doesn't hurt anyone does it? (block+evasion+spell resistance+magic dmg soaking spells+physical dmg soaking spells+extra block layer+extra extra block layer with Red or DF+extra extra extra block layer with "bubble boy"... gah, mana please... yet again.)
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The sound of the Gion Shōja bells echoes the impermanence of all things; the color of the sāla flowers reveals the truth that the prosperous must decline. The proud do not endure, they are like a dream on a spring night; the mighty fall at last, they are as dust before the wind. -- Chapter 1.1 of The Tale of Heike, Helen Craig McCullough's translation |
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04-09-2008, 05:31 AM | #15 | |
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Join Date: Apr 2007
Location: Germany
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With Warsetup or not? It is not that easy anymore when you fight against good players. You need to change your tactics because of unstoppable. Infuriate works fine now.
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04-09-2008, 07:10 AM | #16 | |
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In the future we will jump! <DkySven> the big problem with balance discussions on the Regnum forum is that a lot of people just suck at playing their class |
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04-09-2008, 08:34 AM | #17 | |
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Location: Philippines
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04-09-2008, 09:36 AM | #18 |
Banned
Join Date: Feb 2007
Location: Under your skin Posts: 1337
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I agree with magnet.
I just think the chancespells should be removed, luck can't be modified. Resist/evade/blocking rates toned down. Then it's ALL about strategy and you suck if you die. And you won't die because you're unlucky, you have things to learn then, and you will always learn something new, you can't learn luck. Then you can start discussing balance. |
04-09-2008, 10:08 AM | #19 | |
Baron
Join Date: Nov 2007
Posts: 702
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without luck it is who makes the first hit wins...
when I imagine every spell would realy hit me that a warlock casts on me...oh well, I would be dead meat, as soon as the warlock brings meteor on me. On the other side...when I can dizzy the warlock first, death sentence, serpent bite, winter stroke, stun fist, ambush...running out of range. When all the spells would hit it would be boring I think....every fight would be quite the same Quote:
- often there is only one conju. Gal described the situation very well I think. - so you agree? - ok...maybe I have to clarify why I said I wish a dmg cap. Actually it would be enough to tone down ripost and south cross a bit, means either in the effect or increase mana cost or increase cool down. At the moment it is just too much damage for only a a very few effort. - I just brought up a range damage cap because it would be just fair to have it when you have a melee weapon cap - just a little more speed. Also, it does not matter if it makes sence if a heavy armoured class can run fast since it is a fantasy game. It also does not makes sence to cast spells at all then... I thought about giving spring for knights 1% more speed each lvl, so that at lvl 5 they would have 35% speed bonus instead of 30%. It is just for small sprints to reach an enemy or to rush in. - I asked for more int because it would make knights even more tanks, since they will resist more and they will have more mana to buff others and them self more.
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dwarfen sniper pts Cumeri Tarenes and Hunti Last edited by CumeriTarenes; 04-09-2008 at 10:35 AM. |
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04-09-2008, 10:18 AM | #20 |
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Agreed. A whole new issue on balance will appear if you remove luck. Warlocks will need definite toning down of their spells.
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