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Old 06-28-2011, 06:43 AM   #11
Gabburtjuh
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Quote:
Originally Posted by Zombrex View Post
Changelog 1.7.6 table of contents:


Balance:


•Change: The "Offensive Beacon's" immunity bonus has been shortened. It now grants a 70% resistance against control effects.
•Change: Offensive Beacon now grants resistance to the "cannot move" effect.
So, now you added more randomness to the game, and you removed the only counter to the beacons ;( (besides slow, ye, but not classes have "easy" acces to a slow spell)

I'd rather see a shorter duration, and still no resistance against cannot move, since everything should have a counter, and this would leave the beacons only counterable with: cannot attack, which is only available for mages(or archers incase they feel like getting to 0 range, in RvR....) or slow, which is only available easy to: archer classes, locks, conjs with a 8 range spell, or slashing warriors, so this pretty much screws: conjs, a class that already needs some love and warriors that weren't SC spammers yet.


EDIT: What about the stupid boats, any changes? ....
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Last edited by Gabburtjuh; 06-28-2011 at 07:05 AM.
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Old 06-28-2011, 07:21 AM   #12
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i really dislike this update
Quote:
Originally Posted by Zombrex View Post
•Change: The "Horn of the Wind" power requires at least one (1) ally next to the caster present to be available.
no more solo hunting? why?
a 20% speed bonus with 20 sec duration/60 cooldown would be a fair spell instead of the current overpowered one or the solo_useless you wanna add

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Originally Posted by Zombrex View Post
•Change: Warmasters are not allowed to interact with their own offensive and defensive beacons anymore.
whocares

Quote:
Originally Posted by Zombrex View Post
•Change: The "Offensive Beacon's" immunity bonus has been shortened. It now grants a 70% resistance against control effects.
we've yet enough luck based spells, we don't need more (even without a visual feedback)
with last good update (that one with precise block, 15 seconds Ao1 and so on) you took the right direction, but you lost the path 5 minutes later: a short spell with SURE effect and a decent cooldown is WAY FUNNIER than a long spell with a crappy or a random effect. you can choose between a dynamic and funny game and a buffbuffhithitkillboring game. why did you cange your mind? don't you wanna a brainless spell that gives godmode to a zerg for a 1:30? you could simply reduce the duration to 20-30 seconds

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Originally Posted by Zombrex View Post
•Change: Offensive Beacon now grants resistance to the "cannot move" effect.
4 more useless spells for my chars (ivy, twister, balestra, ribs braker)
thanks -_-

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Originally Posted by Zombrex View Post
•Change: Cooldown for "Offensive Portal" and "Defensive Portal" has been bumped to 60 minutes.
can i know what's the aim for such a crappy change?
60 minutes CD=useless spell
why did you add teleport spells if you don't wanna us to use them?
if you think the real problem is that you can reach a fort way too fast, change teleport destination to a farest place (offensive=bridge, defensive=same distance old saves-fort).
if you think you can immediatly teleport yourselves once dead to another fort, ad A BIT cooldown to the portals (defensive 10 min, offensive 15 or defensive 15, offensive 20), but with a 60 minutes cooldown, portals becames TOTALLY USELESS

Quote:
Originally Posted by Zombrex View Post
•Change: Mounts 'speed has been increased.
•Change: The "Cannot Attack" penalty after dismounting has been reduced to 4 seconds.
•Change: The penalty "Cannot Move" after dismounting has been eliminated.
•Fixed: Spells staying with the caster for indefinite time.
you forgot the ONLY ONE USEFUL FEATURE you could add: eliminate the few_seconds immunity to dismount after you took the horse to run away from a fight. this could be enough to kill lame runaway tactics

Quote:
Originally Posted by Zombrex View Post
•New: "Devastated" state for realms has been incorporated (see details).
•New: "Devastated" realm´s player neither grant Regnum Points nor count towards the "Path of the Warmaster" quest while inside their Realms border or its warzone.
i really don't like to wait other players to wake up to play my game.
if a realm is "devastated", you have no reasons to invade (except for noble) nor to hunt in their part of the WZ.
you wanna to preotect a less populated realm? close the inscriptions to other realms for the specific server, give them a free forts upgrade once they capture them, give them tougher guards or the old save guards (melee or with less range due to position very near to the fort) BUT don't forbid other players to play

Quote:
Originally Posted by Zombrex View Post
•Change: Gems location is updated in the map every 30 seconds (previously instantaneous).
nice.
finally a good choice

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Originally Posted by Zombrex View Post
•New: NPCs eliminated during an invasion will stay that way until the end of the invasion. Some specific NPCs such as guards are excluded.
i suggest it from ages, but these invasion mechanics have a really bad side: ships.
nowadays invasions are made 90% of the time to kill the noble, not to try to steel the gems.
theoretically you have 120 minutes to destroy the door, then 30 minutes to do your job and go away with your brand new gem.
the current invasions are like this: first you try to enter the enemy realm by boats and you go to kill the noble, then you logout and you try the same with your second/third character(s), later you try to help your clanmates that just logged in and didn't know about the invasion to do the same. finally when the counter is 15-20 minutes left you try to break the door to make the invasion lasting more (and trying to get the gem if you have enough players).

wanna see a more dynamic invasion system? two simple changes to improve invasions:
1) allow only the attacking realm who owns the castle of the invaded realm (i.e. the effective "invaders") to use the boats. the other attacking realm has to break the door to kill the noble
2) change timers to 45 minutes "vulnerability" and 45 minutes of "open door", or 30 minutes "vulnerability" and 60 minutes of "open door"


BTW 1.7.6
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Old 06-28-2011, 07:52 AM   #13
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Quote:
Originally Posted by Zombrex View Post
Invasions:
•New: "Devastated" state for realms has been incorporated (see details).
Where are the details?

*Sarcasm ON* Btw: really nice changes. *Sarcasm OFF*

Now I understand why GAMESAMBA says, RO is still in beta!!!
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Old 06-28-2011, 07:55 AM   #14
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Quote:
Originally Posted by Zombrex View Post

Balance:


•Change: The "Horn of the Wind" power requires at least one (1) ally next to the caster present to be available.
•Change: Warmasters are not allowed to interact with their own offensive and defensive beacons anymore.
•Change: The "Offensive Beacon's" immunity bonus has been shortened. It now grants a 70% resistance against control effects.
•Change: Offensive Beacon now grants resistance to the "cannot move" effect.
•Change: Cooldown for "Offensive Portal" and "Defensive Portal" has been bumped to 60 minutes.
Problem with horn is that the effect is not removed on first impact/attack.
The (1) ally requirement, is a little lame. Makes ganking even more easy.
I dont like how this game have always premiered the lamest gameplay.

Kind of feel sorry for WMs, if they are excluded from their own beacons.
Would be better to just put a (3) ally requirement or something like that.

Offensive beacon is made into chance spell, which is ok i guess, but i liked the opening for immobilize and slow that existed before. It gave more purpose to especially warlocks but also archers that have some great slow skills.
In fact i resurrect my lock only because of it. Maybe ill try some kind of max damage setup or simply go back to spamming MS on my barb.
If i understand it correctly, the duration of offensive beacon is lowered?
I think that is good, but i guess the effect is short when even more players becoming WMs.

Portals, no comment. Good riddance.
Well maybe as suggested many times disable the use inside forts?

Quote:
Originally Posted by Zombrex View Post
Gameplay:

•Change: Mounts 'speed has been increased.
•Change: The "Cannot Attack" penalty after dismounting has been reduced to 4 seconds.
•Change: The penalty "Cannot Move" after dismounting has been eliminated.
•Fixed: Spells staying with the caster for indefinite time.
A change long overdue is to disable mounting for 20-30 sec after you perform any kind of attack on a realm enemy.
Otherwise with even faster horses this will hard to cope with this, especially for melee combatants.
Most importantly the short immunity to forced dismount that you get just after mounting, simply must be removed.

Quote:
Originally Posted by Zombrex View Post
Invasions:

•New: "Devastated" state for realms has been incorporated (see details).
•New: "Devastated" realm´s player neither grant Regnum Points nor count towards the "Path of the Warmaster" quest while inside their Realms border or its warzone.
•New: A new resurrection altar has been placed inside each Realm. When the Realm is in the "Vulnerable" or "Broken Door" state its players will respawn from it.
•Change: Gems location is updated in the map every 30 seconds (previously instantaneous).


Content:

•New: NPCs eliminated during an invasion will stay that way until the end of the invasion. Some specific NPCs such as guards are excluded.
I see what you try to do, but im not sure i like it.
It is comical that the realm with no gems is so popular to farm.
But lets face it, the reward for taking gems is relatively low. Will it even be worth to do it, if your not sure that you will reset it? This change would just undermine the motivation to invade further.

I think it enough if you make people inside the realm give no RP or count for the quest. War zone everyone should be fair game.
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Old 06-28-2011, 08:11 AM   #15
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Quote:
Originally Posted by Zombrex View Post
Hello everyone,
•New: NPCs eliminated during an invasion will stay that way until the end of the invasion. Some specific NPCs such as guards are excluded.
This is also for the noble?
So this will mean that 95% of the players dont get the noble quest?
Support conjus already are having super problems with getting this quest done. Put 3 barbs on the noble and they all chop one time and the noble is dead. I guess people are not gonna be happy with this.
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Old 06-28-2011, 08:13 AM   #16
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Why is everyone bashing NGD, for some change's that had to be done.

And you know it..
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Old 06-28-2011, 08:34 AM   #17
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I don't have the NGD client installed, so I don't have access to Amun for now. All I can say is I'm glad at least -some- changes are happening. I realize these are more of a compromise and tweak, but at least it pushes WM skills in the direction of being used for war and not for selfish pvp/1v1 reasons. And, IMO, as powerful as the WM stuff is, it should be used in a war situation.

I'm glad to see NGD trying to implement that intent. I'm not sure how I feel about all the tweaks (e.g. portals), and I'll take a wait and see stance. I also agree that there needs to be a better implementation than creating more randomness/chance based tactics. What type of ideas could be implemented I don't know. I'd suggest going over the suggestions subforum with a fine toothed comb I think there were some good ideas for changing the use of beacons and portals.

All I can say is for you folks who have access to Amun, provide the devs with PLENTY of feedback. Leave no mechanic unturned =]
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Old 06-28-2011, 09:03 AM   #18
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What a pityful attempt to fix your own mess.

Overall, every update is worse than the one before, you are just trying to fix tons of issues warmaster update introduced. And still no fix for tons of bugs we reported in last TWO years in the changelog, still no implementation of suggestions we made, definitively the way to go to lose even more players.


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Old 06-28-2011, 09:13 AM   #19
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Most of the above:
Tele, keep 10 min cd, just to bridge
Beacons, no chance plox, if you want to nerf them, remove the resistance to immo again, and make them stop after a certain amount of cc spells(5-10 or so?)
Horn, what about just 20 sec dura, 20% boost, 60 sec cd, no ally required, breaks on first hit?
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Old 06-28-2011, 09:39 AM   #20
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I dislike this update.
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