07-15-2011, 09:51 PM | #11 | |
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Quote:
Knockdowns in their current state are grave markers. If you're in a heavy fight and your knocked down, that's it, you know instantly at that moment that death follows a few seconds afterwards. |
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07-15-2011, 10:01 PM | #12 | |
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Join Date: May 2007
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Quote:
So yeah, Knock should be a panic (or strategic) skill, like knock and run for your life, or try to use a high casting time spell; right now they are kill skills, no matter what are you doing a knock is always the best choice. Balance is about having meaningful choices too, dizzy or knock, immobilize or knock, dex debuff or knock? can't attack or knock? The best choice is pretty clear.
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07-15-2011, 10:03 PM | #13 | |
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My comments are colored in green below. Quote:
Overall i don't like the changes you proposed, and if it goes on Amun, i'm pretty sure they will go on production servers as is, as you did most of the time. What about keeping everything as today but: - give feint to knights only - reduce duration (and perhaps CD) of all CCs - add a chance to break CC when a number of damages is received - drop damage on Burst of Wind - reduce Confuse duration
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Annavilya / War-Luck (Haven)
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07-15-2011, 10:11 PM | #14 | |
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Quote:
So the change from bad to bad.... -keep only kick or feint on barbarian; -lower duration to max 4 s -make longer cd of knocks. |
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07-15-2011, 10:56 PM | #15 | |
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I really dont see the problem with the effect "knock", just the duration. Same with some other CCs, immobilize, slow and cannot attack. Lower duration or lower the effect, in some case maybe both but less and include at least some AoEs. Frozen storm, lightning arrow, rage of the earth and typhoon comes to mind. Having alot of CCs with less effect, is more fun than having a few with OP effect. Stage1, seems like hunters get more nerfed than marksmen, simply because they have less CCs to work with in the first place. Will domain, one of few spells that cast fast enough to disrupt these frustrating CC combos and turn the tide. One of warlocks most important spells since they dont have these "safety spells" or CC protection buffs like for example archers and barbarians have to turn the tide in a fight. Burst of wind Really dont see the difference, you only make DI and confuse even more OP. Rather see an increase cool down of winter stroke tbh. |
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07-15-2011, 11:30 PM | #16 |
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Join Date: Nov 2006
Posts: 205
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I hope this is the update you look at confuse. If you do nothing else at least let the mage spell that resists knocks be able to resist confuse at the same %.
Many times on the smaller servers groups have one mage so DI on them is not possible. Confuse is the most OP spell in the game in my opinion. I hope that you listen to feedback and do something about it. |
07-15-2011, 11:31 PM | #17 |
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Yes, better fix for it.
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Annavilya / War-Luck (Haven)
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07-15-2011, 11:34 PM | #18 |
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Hmm, the future changes sounds good, except of "Will domain".
A mage can immobilize other players with Ivy (good against warriors - slightly ineffective against mages and archers) and with the future Mummify, but without Will domain a mage can't stun another player. Mages are not so powerful at Regnum anymore. Especially marksmen give BoW at mages. The mage is sentenced to death because he can't cast a spell for a long time (only can go away and wait until BoW is over). Warlocks are the only offensive class without any protection buff against CC. I think a warlock should have a protection buff against CC. I think the barbs mass stun spell effective and range (I think it is Deafening Roar) should be reduced. Chilko, what is the next "stage"? Damage adjustment of main classes? Last edited by Ashnurazg; 07-15-2011 at 11:51 PM. |
07-16-2011, 12:05 AM | #19 |
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Location: L'Aquila - Italy
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i think you're approaching in a wrong way to this balance work.
the real issue with CC'S is their DURATION/CD barbarians could still kill someone in a kick duration (2 RoL, 5% leggings, TfB 5) with kick (4-5), normal, SC, normal, beast attack (5). marksmen can simply change target if DI'ed and dizzy from 50+ m for 11s. archers already have a range 25 stun. mages already have mind push (locks have slow too). i think the very first step should be a redefinition of CC and a maximum duration for each spell. for example: knock: 5 sec max cannot move: 6 sec max dizzy: 8 sec max cannot attack: 8 sec max freeze: 11 sec max stun: 11 sec max slowdown: 15 sec max confuse/darkness: 20 sec max armor debuffs: 20 sec max once defined those limits, give each spell a good balance, so an appropriate range, mana cost, COOLDOWN (it's absurd that WS deals 500 dmg, keep you freezed for 6 seconds, has low mana cost and needs only 14 seconds to be recasted. same for kick: 8 seconds duration, then only 12 seconds to wait). CC's should give and advantage, but they should not be the "I WIN" button, and keeping the same duration, these changes wouldn't improve the game at all |
07-16-2011, 12:24 AM | #20 |
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Join Date: May 2008
Location: Portugal
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I wanted to disagree with some things, but I already see some people did it before me. So, I'm gonna throw an old idea I've had stuck in my head for some time.
The main problem with CCs has always been their duration. 8 seconds knocked on the ground is just too long, same for 15 seconds stunned, it even gives time for the enemy to log out. Also, a barbarian only needs 1 knock down to kill a mage(Seriously, take a look at the damage output diferences per class, please). Now, what if the duration of CCs in general were reduced? For instance, the duration of Feint at level 1 is four(4) seconds and at level 5 it's eight(8) seconds. Now, Winter Stroke for instance, is two(2) seconds long at level 1 and six(6) seconds at level 5. This 2 second diference seems to make a lot of balance diference, believe it or not. The level 1 knock down is too powerful for a level 1 skill while winter stroke at level 1 deals what it promisses for that level. If every CC duration was lowered in that way, a single CC wouldn't cause a huge decline in a player's survival chance. CC duration of 4 - 5 - 6 - 7 - 8 seconds changed to 2 - 3 - 4 - 5 - 6 seconds per level CC duration of 7 - 9 - 11 - 13 - 15 seconds changed to 3 - 5 - 7 - 9 - 11 seconds per level Generally, I believe this is needed.
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