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General discussion Topics related to various aspects of Champions of Regnum

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Old 09-10-2010, 07:05 PM   #11
Bladnoch
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Quote:
Originally Posted by chilko View Post
[*]Modified: Arrow prices have been lowered

This is like, the best thing I've seen in a while on this forum (although everything else you've done is also very much appreciated) so I'm just gonna do a celebration dance and reunite myself with the archer classes.
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Old 09-10-2010, 07:19 PM   #12
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Woah @ the first one
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Old 09-10-2010, 07:27 PM   #13
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I am having trouble getting into Amun. I get an "Error patching game" message after downloading the patch.
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Old 09-10-2010, 07:34 PM   #14
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Quote:
Originally Posted by _Enio_ View Post
Will we get a more reliable Unstoppable Madness on lower levels too?
For example, Ao1 is spell working 100% - it always decrease damage, not randomly.

UM unreliable not bcoz of low percentage but bcoz it has percentage at all, with its "strike here" animation and 1/4 duration.
Making it resisting X cc's with 100% like TfB and increase duration ratio is solution. This not making barbarians op in war, and allow barbarian be usable 100% of time, not 1/4 with current duration ratio.

If NGD really afraid, it can be made like "add 1-2 100% resists at 1-2 levels for first CC's" at first time for live testing.

The same with Ao1, it can works for first X hits, and with great duration ratio, allowing proper usage. Or even better, it can soak up to X damage (x4-x10 of HP idk).
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Old 09-10-2010, 07:51 PM   #15
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Quote:
Originally Posted by e30ernest View Post
I am having trouble getting into Amun. I get an "Error patching game" message after downloading the patch.
Same here.
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Old 09-10-2010, 07:53 PM   #16
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Quote:
Originally Posted by Barya View Post
UM unreliable not bcoz of low percentage but bcoz it has percentage at all, with its "strike here" animation and 1/4 duration.
Making it resisting X cc's with 100% like TfB and increase duration ratio is solution. This not making barbarians op in war, and allow barbarian be usable 100% of time, not 1/4 with current duration ratio.
Im not asking for 100% reliability but for the low levels to have 90ish% chance too but different durations on levels.

Thats the design other (beside new PB) reactional spells with 1 or 0 effect work (SoW, Escapist). NGD expressed they agree on that, just asking so they dont miss that by accident since this is a cruical part for tactical use of UM / configuration decisions.
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Old 09-10-2010, 07:57 PM   #17
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Various bugs/remarks from Amun tests (hunter centric):

Stalker Surroundings:
- it doesn't give RP to hunter if allies under it kill someone
- nearest allies should be selected first (too random)
- make camoed allies semi-visible (ala Camouflage)
- please reduce speed malus at lower levels (-20%, -25%, -30%, -35%, -40%) so level 1 is one ally camoed but lower speed malus
- new Enemy surveillance, Reveal and new OP barb areas are enough to balance it....


Enemy Surveillance:

- unreadable sometimes too much info, bad style


Camouflage:
- stlll bugged when going out of a fort

Camouflage corpse:
- good support spell
- no one will put 5 points in it ever (new power point system is very restricting to hunters imho).

Dodge:
- +30% evade has no impact with "normal" evade level, only useful in conjunction with new Escapist... (same applies to Cat reflexes)

Spell Elude:
- useless atm, spell resistance bonus is too low even at level 5 to make any difference

Mobility:
- +2% at level 1 -> useless but if one invest 4-5 points in it

Wild Spirit:
- +2% at level 1 -> useless, no significant speed increase but on VERY long way

Finesse:
- mana cost is too high

Repetition Shot:
- please reduce mana cost, since you reduced damages

Dual Shot:
- casting time too long, reduce it a bit





About barbs damages:
- far too high, you'll have to nerf them soon...
- new hunters are born...






Great you fixed many bugs (finally), good work guys !
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Old 09-10-2010, 08:04 PM   #18
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What is considered "Under attack" ?
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Old 09-10-2010, 08:11 PM   #19
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Receiving damage i guess.

Also. The attack animation kept playing under a stun, not one but 3 times, the i have to say the resulting animation was rather cool . It made it look like the sword actually had weight.

Whirlwind, i used it twice, once it worked fine, then i tried it on a mob, it didnt do any damage, and the effect kept playing after the spell ended.
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Old 09-10-2010, 08:35 PM   #20
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Reveal still needs a tweak.
It will be a spell on level 1 that will be spammed without thinking.
Instead it would be better to increase range or make the spell chance based. You could take the same percantage as used on dispell magic. That would be fair.
Maybe support conjurers still need more mana.

Appart from this:
Great work!!!
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