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Old 09-11-2009, 09:26 PM   #11
Malik2
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Quote:
Originally Posted by Anpu View Post
The most retarded thing on the whole list. Especially with new base speed.
rest is ok. Lets wait and see.
Thanks for updating us about changes.
I think it all depends on how it is implemented. Curerntly if you cast something like Break Apart you are frozen until the cast is done. So it is really a matter of how long do you have to stop running before you fire normal and instant abilities.

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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Old 09-11-2009, 09:44 PM   #12
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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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Old 09-11-2009, 09:46 PM   #13
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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.
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Old 09-11-2009, 09:52 PM   #14
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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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Old 09-11-2009, 11:51 PM   #15
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I like this new changes
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Old 09-11-2009, 11:54 PM   #16
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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?
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Old 09-12-2009, 12:08 AM   #17
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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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Old 09-12-2009, 12:10 AM   #18
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Quote:
Originally Posted by dejan View Post
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?
It was expected to see some archer complaining about his class not being overpowered anymore, and not being able to kill melee classes without getting a single hit. Well m8 now u are gna feel some of the pain we knights have been feeling for last 2 years of constant nerfing.

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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Old 09-12-2009, 12:17 AM   #19
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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.)

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Old 09-12-2009, 01:59 AM   #20
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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:
Originally Posted by chilko View Post
[*] Base attack damage for ranged classes will be reduced to maintain the same Damage per second ratio (the amount of this reduction has not been decided yet).
will be a bigger nerf than intended due to armor mechanics (lower normals = higher % of attack soaked by armor), but I suppose we'll see when Amun opens to the public.

Looking forward to seeing warriors in the front lines, where they should be!
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