09-11-2009, 09:26 PM | #11 | |
Initiate
Join Date: Jun 2007
Location: Oregon
Posts: 219
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Quote:
As someone who has complained a lot about not being able to catch archers who "run and gun" I am intersted in seeing how it works. As someone who has an archer I'm concerned that if the damage is lowered and I can readly get hit by high damage dealers then I will become useless in the wz.
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Ulixes Wolfhair Hunter of Syrtis...Horus and Ra- The White Company
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09-11-2009, 09:44 PM | #12 |
Pledge
Join Date: Sep 2009
Location: Belgrade, Serbia
Posts: 1
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I am really hoping that this will turn out much better for archers then it sounds like, cos it sounds like your changing whole dynamics of playing archer, and I don't mean that in a good way.
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josip-broz |YUGO|
Last edited by JosipBroz; 09-11-2009 at 10:08 PM. |
09-11-2009, 09:46 PM | #13 |
Baron
Join Date: May 2009
Posts: 747
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If archers have to stop and hold still during each attack, and the attack speed has been doubled, how will any archer go about chasing someone that tries to run? You'll have to stop every half a second to shoot, while they're still running away... or am I not understanding how this works?
Is there any chance you could force a ranged class to hold still during a normal attack (much like during a power with cast time), rather than canceling the attack if they move too early? It'll be quite irritating trying to time it properly, especially during lag. |
09-11-2009, 09:52 PM | #14 |
Marquis
Join Date: Jul 2007
Location: The Netherlands
Posts: 2,076
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A long time ago everybody had to stop to attack and people still catched runners. Also, even now many spells ranged classes use to catch have a casting time, so they need to stop anyway.
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Dky Sven, level 54 knight (Ra) Valhalla Dky the Goat, level 35 conjurer(Ra) Dky Sven, level 51 knight(Horus) Something |
09-11-2009, 11:51 PM | #15 |
Baron
Join Date: May 2008
Location: Portugal
Posts: 940
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I like this new changes
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Daar |
09-11-2009, 11:54 PM | #16 |
Apprentice
Join Date: Dec 2006
Location: United Kingdom
Posts: 92
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AHAHAH!
This is the most ridiculous list of Regnum "improvements" since I started playing Regnum!! So, please clarify - i seriously hope I am not understanding right (...), we (speaking from marksman perspective) must stay while we attack, if we move our attack is canceled? On top of that, nearby enemies can kick our butts, and we cannot do ANYTHING because we are constantly moving???!! (We must run, let's say) Again, how about you first fix those few hundreds reported bugs before you actually start "improving" the game? |
09-12-2009, 12:08 AM | #17 |
Baron
Join Date: Jan 2009
Location: Canada
Posts: 714
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Wow very Nice Changes!! Really looks like a legit Balance Atempt.
as for the archers complaining *you have ruined my class* this is not gonna ruin your class it's just balancing ive never Seen a Archer aiming at someone while running at full speed dancing around him pumping arrows into him. this is a long needed change. Epic job NGD... how long until we see this go live?
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Ramsli Klutu
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09-12-2009, 12:10 AM | #18 | |
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Join Date: Jul 2007
Posts: 29
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Quote:
Personally i think these are good changes, cause archers wont be able to solo hunt ppl like before. This is a team game after all, and if by any chance u decide to do solo hunt with archer enemy will finally have a chance of defending himself. Good Job NGD, keep it up, new engine is next |
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09-12-2009, 12:17 AM | #19 |
Marquis
Join Date: Sep 2007
Location: Australia
Posts: 2,439
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Archers have had it too good for too long. It's time to have some respect for melee classes for a change.
(Just for the record, I have a lvl 41 marks and 42 hunter, and I play both regularly.) Last edited by Necrovarus; 09-12-2009 at 12:35 AM. |
09-12-2009, 01:59 AM | #20 | |
Initiate
Join Date: Dec 2008
Location: Spawned at save
Posts: 198
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It sucks that archers have to relearn all the timings yet again, but warriors truly deserved a boost.
I'm concerned that this change Quote:
Looking forward to seeing warriors in the front lines, where they should be!
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