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General discussion Topics related to various aspects of Champions of Regnum |
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#1 |
Count
![]() ![]() ![]() ![]() ![]() Join Date: Oct 2008
Location: Sofia, Bulgaria
Posts: 1,374
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Hmmm converting auras into areas can be nice after all, but that will mean really really good timing and will be tricky to use good. But it can save the day if fired in good moment.
There is one downside GH is used as secondary regen if conjurer is targeted bad. This will mean we loose 1 layer of defense. I will be excited to see MC converted to area. This is maybe ideal candidate for this job. Mana boost to whole party in right moment can do wanders so it will be awesome. I removed MC mainly because it regenerates mana too slow and usually it is a waste to use. Maybe only if more than one are stacked it is good, but it it is made rapid 400, 500, 600 boost to party in area damn that will be so so so awesome. Warriors and marks will do massacre after this. I'm still little against converting GH to area, but it have it's good sides and it's bad sides. Will be better if this is done conjus to have less mana consumption, faster casts and please lower cooldowns of all spells and area GH, MC etc etc etc. Beauty and fun of conju is to help in right time, so we need fast fluid powerfull gameplay. This will give battles more lenght and fun. Generally i support this idea. +1 from me.
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RA | Ignis | Lilla My | Conjurer | EVIL IGNIS ROCK Horus | Syrtis | ieti | Conjurer | INQUISITION | LONG GONE |
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#2 | |
Apprentice
![]() Join Date: Oct 2008
Location: Anywhere but Trelle...
Posts: 66
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As a conjurer, I am definitely against this idea, so -1 from me.
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Mana comm, fine, that would probably be more useful as a warcry-style area rather than an aura. Mana pylon.... I'm not sure how it would work, but ok. Greater healing, definitely no. Removing the aura effect will, I think, drastically reduce the numbers of conjurers in wars, reduce the length of fights (I'm not talking farms...) because there's no regen, and so reduce the length of wars, since everyone dies that much faster, which means more time spent running around and even less time spent having fun. So no, do not remove the aura effect on GH.
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#3 | ||
Marquis
![]() Join Date: Jul 2007
Location: England
Posts: 2,419
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Maybe I missed it but where do NGD say they are changing GH specifically?
The first post says Quote:
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![]() But I think that was thrown as a casual example, it may or may not mean this spell is being changed, and it would be interesting to get a comprehensive list of what auras will be changed to do what (if its decided yet) so we can talk with more than just speculation. Again If I missed some blatent post saying 'GH will be changed to do this ... ' Ignore me ![]() That list would still be nice though ![]()
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Faith 50 Barb Faithless 50 Lock
Umaril 45 Conju Kailas 45 Marks Pel 45 Knight |
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#4 |
Count
![]() ![]() ![]() ![]() ![]() Join Date: Nov 2008
Location: Trinidad and Tobago
Posts: 1,194
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I agree with Umaril. Why is there such widespread speculation? I read everything everyone else read (I hope) and my understanding is that this is a radical plan that NGD has proposed without actually going into specifics.
People are feeding off others speculations and possibly getting a bit carried away. Let us take greater healing as an example. Where was it stated by NGD that this was going to be a one hit heal area spell? Did they even say that it was going to be changed from regen over time and that the ticks per heal even reduced? I didn't see it. What I saw is that Greater Healing was used as an EXAMPLE simply because it is commonly used . It also helps explain why the aura limit was not increased because of the strain the current implementation of auras like this puts on the server. A stop and reset is required in this thread . This is a radical idea and the discussion is just beginning. Actually, what I expected rather than pre emptive speculations was the analysis of ALL the auras and which might actually be best to be changed as an area. What are all the auras in the game? Mage : Note this very carefully . Note I did not say conjurer. Splinter Wall (yes actually designated an aura) Mana Pylon Static Field Protection Dome Mana Communion Warlock: Master Of Doom (aura yes) Conjurer: Greater healing Barbarian: Whirlwind Knight: Heroic Presence Shield wall Stars shield Deflecting barrier Good . Now NGD has suggested that there will be only 4 assist auras that will remain. The question here is should the offensive auras remain as well? It is quite possible that they put the server under strain as well and may actually help in the head room that NGD wants. I leave that one for them to answer. Moving on, we have our assist auras. NGD suggests that they only intend to keep 4. Logically this should mean 2 for the Mage/Conjurer and 2 for the Knight. This is where the discussion has reached in my view. Which 4 to keep? Until we answer this question every other discussion on specific questions (in my view) would remain much less relevant. So we have the 8 contestants that must be culled to 4. They are: Mana pylon Protection Dome Mana communion Greater healing Heroic presence Stars Shield Shield Wall Deflecting barrier What say you? When this is discussed (the what) , we then move on to the how. How do we implement the auras that would be converted into areas? Greater Healing is another fine example. Do we do a regen area or a bulk heal? is delivery like Evendim's Fury or more like a range heal bomb like Sultar? And crucial note is that as an area , not subject to rules of the 3 auras limit, DO they stack. I hope everyone understand what I am getting at. Looking at specific spells in a vacuum without actually even having a clue of the variables involved regarding other spells may cause us to have a mental exercise in futility. Heck we don't even know how the spells themselves are to be implemented. I look forward to healthy discussion on this. I think NGD is on to something here though. I like it. If this eventually goes live , tactics will be crucial to success. Thanks for reading . Artec |
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#5 | ||||
Pledge
Join Date: Dec 2008
Posts: 29
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playing support conju is pain in.... its a pain and maybe i am mistaken and idea needs more community voices but plz tell me how instant gh is better then constant one (unless cd <30sec) i would like to see some voices of exp. support conjus especially Quote:
so witch one of them we will not have ? (nefring conju part 1001) plz guys if u wanna delete support conjus just say so i'll have time to grind lock ![]() for the moment IMHO bad idea truly yours: Syrtisa |
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#6 |
Marquis
![]() Join Date: Aug 2007
Location: Germany
Posts: 1,843
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will instant gh 'buff' all in range with regen ally or will it be like an area heal ally? Im not sure, the hps would change a lot for short periods if it wasnt a heal over time.
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#7 |
Baron
![]() ![]() ![]() ![]() Join Date: Jan 2009
Location: Canada
Posts: 714
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Hmm Sounds Good to Me
One thing im not sure i understand is turning spells like GH into buffs? So it would work like Owth's? of course shorter duration :P
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#8 |
Master
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Posts: 335
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#9 |
Count
![]() ![]() ![]() ![]() ![]() Join Date: Jan 2008
Location: England, UK.
Posts: 1,055
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I understood it the same way; Mass heal Ally.
Can you tell us more about the auras you're thinking of keeping and not keeping?
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MattdoesJOKE_#40_NOT_FOUND
RA / Hor... Haven? |
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#10 |
Pledge
Join Date: Dec 2008
Posts: 29
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hyymm with gh i can move into group of most needed warrors also warror in need can raun to gh conju.... with area no longer possible = bad idea
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