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Old 07-04-2009, 09:47 AM   #11
relu-cri
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i know only this knight are not a tank at all they are.... ehm ... shit of paper! almost all the classes can kill them more or less easyly. archers kill them runing away and waiting ao1 finished ( ao1 is all knight defence... without that he will die fast... because block is too rare and not so much useful ) barbarian are very advantage because most of them have almost knight hp ( faith has about 4000 hp with good items) but they have an huge attack power and using ms knight will die fast if he has lucky against him .so please NGD give the old power to knight or give him more strong defence... or using the new crafting system, give to knights the option to craft their shields ( it's just a suggestion)
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Old 07-04-2009, 10:12 AM   #12
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I think Knights should also get more CC spells in order to tank effectively. Simply raising their defense won't do much, you can just ignore them. Now if you give them the ability to effectively disrupt (but not kill) enemy forces, they will be able to force people to direct damage at them.
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Old 07-04-2009, 01:34 PM   #13
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My thoughts have always been that knight's protections lie in resistances, and not in random blocking.

A) Knights should not have ANY armour that is very bad to anything.

B) Knights need something like Acrobat. Why hunters and Marks have a spell like this and Knights don't is beyond me.

C) Knights shouldn't try to be Barbs with blocks (like they do at the moment, it just undermines the whole principle and point of knights. They need more dizzies, more knocks, more immobilisations, stuns etc. etc. They should be made to be targeted first, just because they should be so damn annoying!

Also, it would be great if knights got a spell that drew enemy fire into them, sort of like a 10m aura / spell that for the next attack on each person in that area they would recieve some or all of the damage and / or resist some of that damage. This spell would be great to pre-empt area rushes, to draw the damage away form allies, to the knight who can successfully tank it enough.
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Old 07-04-2009, 01:53 PM   #14
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Quote:
Originally Posted by Mattdoesrock View Post
My thoughts have always been that knight's protections lie in resistances, and not in random blocking.
Tell me how resistance saves me from crowd control spells. A properly debuffed knight can do the same thing as a dead knight.

Funny enough, before the latest updates to auras we heard people complaining about how overpowerd Deflecting Barrier was, while I'm sure that they only remember times when they had bad luck, now it's nerfed those same people complain about Sultar's Terror etc.
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Old 07-04-2009, 01:59 PM   #15
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I didn't mean no blocking, I meant not random blocking.

Knights should have reliable blocking and good all round damage resistance.
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Old 07-06-2009, 06:41 PM   #16
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This is a thread I can totally understand, playing a knight is sometimes a
real bore. I find the only thing I'm good for is target practice for archers and
sometimes being the aggro for the GC at an upgraded fort.
Having our defensives nerfed (i.e. auras) we arent really doing much in
the war effort. maybe we should rename the class "Doorbasher" , or maybe
not ,we dont do enough damage.
No I dont have any ideas or answers but I do sympathize with my fellow shield carriers .

regards

G
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Old 07-06-2009, 08:52 PM   #17
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ponter said that it was an error, to showing that on amun (NGD even erase sompo pictures of it from the forum), the changes in the skill are not finished yet.

anyways, i just think that it would be a very stupid thing to make an skill with 90% speed reduction since the speed reduction limit is -70%, but with NGD u never know.
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Old 07-07-2009, 10:22 AM   #18
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NGD said they want to increase the population of knights in Regnum. The knight is by far the worst and less powerful class at lower levels(level 10-30) I ever played. This makes the class unattractive to new players and might make them quit Regnum or start another class.

If you want to increase the population of knights, you should make the knight better at those lower levels. At these levels they yet have to get their good defense, so they still take lots of damage, but they don't deal much damage in return with their one handed weapons. Barbarians don't take much more damage than knights, while they do much more damage.
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Old 07-07-2009, 10:55 AM   #19
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Your doing it wrong.
If you want a traditional tank/knight, start a mage and name him DkySven Knight.
If you want a traditional archer/ranged dd, start a mage and name him DkySven Archer.
Etc, etc etc...
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Old 07-07-2009, 11:11 AM   #20
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The point of a knight, was, and should be, to be able to lead a charge into the enemy while protecting those following him,

To be the first one into the enemy lines, and the last one out,

With current ass projection auras they can sort of manage the protecting the allys behind thing, if the group stays very close together, which is ofc inviting yourselfs to be sultared and aread to death, so in that aspect, they cant realy lead a charge anymore,

With the change to caution way back knights lost some defence, so that harmed the first in last out idea,

Knight armour gives the highest basic armour rating, but the resists on high level knight armour are pretty poor compared with lower knight armour, eg dueling, knight armour from level 45+ should give normal/good/very good stats only, and maybe even throw in a "eccelent" like the dragon armours have for their element,

The only way I can see blocking becoming "reliable" ie, you know when you will block and when you wont, is either to have a marker of some sort the knight can see telling you when your blocks are coming, like a little box reading block, none none, block, block etc... I dont like this, but just an idea

Lastly, Knights role is to stand on the wall with his back to the enemy projecting a semi-good aura our of his back and look quite cool,
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