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General discussion Topics related to various aspects of Champions of Regnum

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Old 08-30-2010, 07:20 AM   #201
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Behave you two.

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Originally Posted by ieti View Post
Tsuk you play "lubricant" too you know...
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Old 08-30-2010, 07:40 AM   #202
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Originally Posted by Tsuku View Post
Please, don't forget about the "lubricants of RO" :/
That explains why Syrtis needs so much "lubricant"
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Old 08-30-2010, 08:16 AM   #203
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Originally Posted by Shwish View Post
i just noticed this part now
Well we have been suggesting it for years

Yeah we have a fair ammount of lube, but it spends most of its time around Vesper
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Old 08-30-2010, 08:48 AM   #204
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Another point that is very old and could get "fixed" now during the blanance changes:
Compare Spell Elude and Son of the Wind.
Sotw gives +1500 spell resistance and you don't resist 100% of the spells by far.
Spell Elude is something like 50 or 65 on level 5.
I think it can be called broken by design. Spell Elude could have something around 33-40% of Sotw on 5 imo.
Some duration tweaks and it's good.
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Old 08-30-2010, 08:52 AM   #205
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Originally Posted by Umaril View Post
Yeah we have a fair ammount of lube, but it spends most of its time around Vesper
This Vesper character must have one tight hole
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Old 08-30-2010, 08:53 AM   #206
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Originally Posted by Shwish View Post
This Vesper character must have one tight hole
It's the other way around...

I'll stop going off topic now.
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Old 08-30-2010, 10:57 AM   #207
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Quote:
Originally Posted by Myxir View Post
Another point that is very old and could get "fixed" now during the blanance changes:
Compare Spell Elude and Son of the Wind.
Sotw gives +1500 spell resistance and you don't resist 100% of the spells by far.
Spell Elude is something like 50 or 65 on level 5.
I think it can be called broken by design. Spell Elude could have something around 33-40% of Sotw on 5 imo.
Some duration tweaks and it's good.
If Spell Ellude is changed to an useful buff, then it's only fair for Sadistic Guards to also be changed to an useful debuff. Atm it decreases 50 spell resistance on the target (lvl 5), which is even less than Protection Dome's bonus is on lvl 5 (and it's an aura).

Sadistic Guards is one of those spells that would be very useful to Warlocks if it provoked reliable effects, or at least with high chance of working.
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Old 08-30-2010, 11:41 AM   #208
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Quote:
Originally Posted by Shining-Scias View Post
I (now) honestly think that Heal Ally needs a nerf, because the overall damage got nerfed and knights auras and armors got improved/fixed.
With these new modifiers, 900 hp heal in one shot would have been OP imo BUT I think it's stupid to make it % based, because of tons of issues many mentioned before, and problems with low levels (and why should a spell result be based on the target's attributes ?).
And the cooldown and mana cost of Heal Ally haven't been reduced tho, which is another problem...

Personally I wouldn't mind a +600 Heal Ally with slightly lower CD and lower mana cost.
Agree with, this. I think all changes in game makes ppl less heals dependent.
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Old 08-30-2010, 11:47 AM   #209
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Quote:
Originally Posted by Tsuku View Post
If Spell Ellude is changed to an useful buff, then it's only fair for Sadistic Guards to also be changed to an useful debuff. Atm it decreases 50 spell resistance on the target (lvl 5), which is even less than Protection Dome's bonus is on lvl 5 (and it's an aura).

Sadistic Guards is one of those spells that would be very useful to Warlocks if it provoked reliable effects, or at least with high chance of working.
Also agree with this. I think we need a good revamp in all this buffs and debuffs that are not directly related to damage and cc spells.
Spells that can be so cool like spell elude and sadistic guards are left aside cos they dont do really good bonus, or at least the mana cot/cd make then not worhtly.
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Old 08-30-2010, 12:27 PM   #210
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Quote:
Originally Posted by Shining-Scias View Post
I (now) honestly think that Heal Ally needs a nerf, because the overall damage got nerfed and knights auras and armors got improved/fixed.
With these new modifiers, 900 hp heal in one shot would have been OP imo BUT I think it's stupid to make it % based, because of tons of issues many mentioned before, and problems with low levels (and why should a spell result be based on the target's attributes ?).
And the cooldown and mana cost of Heal Ally haven't been reduced tho, which is another problem...

Personally I wouldn't mind a +600 Heal Ally with slightly lower CD and lower mana cost.
totally agree - lower cd, lower mana costs - cant be that u run out of mana just because of healing :/
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