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Old 04-28-2015, 10:42 PM   #221
Ludwig Von Mises
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Quote:
Originally Posted by mind-trick View Post
he is simply stating that its too easy to tank as knight. it should take some effort from the knight and still be as effective as its always been
Thats his opinion.

I don't see it as easy. Maybe with support it could be easier, but not that it is easy, its not. You'v got to time your casting of defencive stance or else you'll end up with darkness, confuse, and dizzy casted on you while your off defensive stance and end up not being able to cast it back on again for a while or by the time your able to cast it again, its too late.

And just so you know a knight can't do much of anything in terms of damage while its on defensive stance. So there is a cost to casting it.

For example, archers, mages, and barbs have some decent defensive buffs, but not as op as knight. However, these archers, mages, and barbs can cast all the spells they want and do all the damage they want while using their defensive buffs.

They can also kill a knight one on one with the knight having defensive stance on the whole time. Their is a cost to it, i hope you understand.

Last edited by Ludwig Von Mises; 04-30-2015 at 09:04 PM.
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Old 04-29-2015, 05:45 AM   #222
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Quote:
Originally Posted by mind-trick View Post
he is simply stating that its too easy to tank as knight. it should take some effort from the knight and still be as effective as its always been.
"dancing with knight in front of zerg" is easy if you have zerg, especially if you outnumber your enemy. After all, its too easy to deal damage with barb, or suck mana as mage, heal as conj...whole game is too easy if you have zerg.
Constant mana suck, immobilizes, darkness or confuse, beetle swarm, slow. Those are very effective ways how to disable knight(some of them working even under DI) in comparison with DI-ed barb where other classes can only pray that their CCs will work on UM. Don't think knight defense is a problem in rvr.

Quote:
Originally Posted by mind-trick View Post
well it doesnt have to be that way
whole game doesn't have to be this way. It can be like WoW or DOTA. this isn't valid argument either lol. It is what I like on resists, there is no point to speak what has to be and what has to be not, because nothing has to be necessary 'this way'.
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Old 04-29-2015, 10:35 AM   #223
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Threat is broken... doesn't give any effect... or I just don't understand how it works. :P Description confuses me a bit.


o.O
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Old 04-30-2015, 01:00 AM   #224
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Quote:
Originally Posted by halvdan View Post
"dancing with knight in front of zerg" is easy if you have zerg, especially if you outnumber your enemy
Tell that to Skit. I saw the bastard run from agg to pn limit with 9 alsius on his back. They got bored, went back and continued camping the precious aggersborg.

While this may be true, and funny to behold, Knight defence is fine as it is, and I'm not sure why it was brought up in the first place. It's not "easy" to fend off that many players. You need to cast pb at the right times, alternate between ao1 and kick to get barbs off your back, then back into def stance when feint is on cd. Keep up def support so you have less chance getting CCd. There's quite a lot going on. It's not just running around with a white circle at your feet making you immortal.
As Halv says, zergs help too.
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Old 04-30-2015, 06:33 PM   #225
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I've tested all the new/revamped spells... imo The following skills are still useless or broken:

Quote:
- Finesse: Opponent Hit Chance changed to Opponent Critical Chance: -10%/-25%/-40%/-60%/-90%. Duration changed to: 10/15/20/25/30.
So here is my suggestion... how to make this spell interesting and useful:
The archer is immune to critical hits. Opponent Critical Chance -100%; Duration: 5, 7, 10, 14, 19, 25s


Don't forget about Threat:P
Quote:
- Threat: Miss Chance changed to Opponent Evasion Chance: 20%/30%/40%/60%/80%.
Taking the example of Finesse: Opponent Critical Chance -100%; Duration: 5, 10, 15, 20, 25, 30s


Quote:
- Blindness: Miss Chance changed to Opponent Evasion Chance: 50%. Duration changed to 10/15/20/25/30 seconds.
Add Opponent Critical chance -100% aswell

Quote:
Eagle's Eyes: Hit Chance changed to Opponent Evade Chance: -10%/-15%/-20%/-25%/-35%
Opponent Evade Chance -10%/-20%/-30%/-40%/-50%
Add Opponent Spell Resistance -10%/-20%/-30%/-40%/-50%

Quote:
- Petrify Hands: Hit Chance changed to Critical Chance.
Instead of Critical Chance add -%Cast Speed -4%/-8%/-12%/-16%/-20%

Quote:
- Focus: Spell Focus changed to Opponent Spell Resistance -25%/-30%/-35%/-40%/-50%.
Opponent Spell Resistance -25%/-50%/-75%/-100%/-100% and Cast Speed +15% (only for last lvl)


Quote:
- Challenge: Opponent Hit Chance changed to Opponent Spell Resistance -25%/-40%/-55%/-70%/-100%. Added Opponent Concentration -10%/-15%/-20%/-25%/-30% Duration changed to 5/5/10/10/15.
Instead of -%Concentration add -%main attribute

****************************************
forgotten spells that should be modified in this patch:

Quote:
Clumisiness from Enchantments Mage's tree: -10, -15, -20, -25, -30 dexterity; Affects: Single opponent
Area 6; Mov Speed: -2%/-4%/-6%/-8%/-10%; Attack Speed: -2%/-4%/-6%/-8%/-10%; Cast Speed: -2%/-4%/-6%/-8%/-10%


Quote:
Obfuscate from Long Bows Archer's tree: -10, -15, -20, -25, -30 Concentration; Affects: Single opponent
area 6: Critical Chance: -10%, -20%, -30%, -40%, -50%; Main atrib: -2%, -4%, -6%, -8%, -10%


Quote:
Metabolic Control from Staff Mastery Mage's tree: +10, +15, +20, +25, +30 Concentration
Add +5%, +7%, +9%, +12%, +15% Critical Chance

Quote:
Omnipresent from Long Bows Archer's tree: +5, +7, +9, +12, +15 Concentration
Add Opponent Protection -2%, -4%, -6%, -8%, -10% (passive)

Quote:
Meditation from Short Bows Archer's tree: +10, +15, +20, +25, +30 Concentration
Add Cast Speed +5%, +10%, +15%, +20%, +25%

Quote:
Sentinel from Tricks Archer's Tree: +1, +2, +3, +4, +5 Dexterity; +5, +7, +9, +12, +15 Concentration
Revamp: -2%, -4%, -6%, -8%, -10% Received Physical Damage; The Archer has a great deal of physical resistance.



What do you think about these changes?
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Last edited by Sentan; 04-30-2015 at 07:41 PM.
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Old 04-30-2015, 06:56 PM   #226
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The "Blindness" spell, it's an interesting idea and I have played around with it myself, but here's the issue with it, the old miss chance was a real strategic advantage to the mage, but now it only causes reduced evasion chance, not even reduced spell resistance. Reducing enemy evasion makes sense for a spell like this, but what about spell resistance? Additionally, since they are supposedly blinded, they should not be able to hit as effectively as they could before. I understand that the miss chance effect is being removed from the game, so don't get me wrong, but it should include something of similar effect that is still mechanically valid in this release, a reduced attack speed effect, for example.
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Old 04-30-2015, 06:59 PM   #227
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Quote:
Originally Posted by Takeyo View Post
..., since they are supposedly blinded, they should not be able to hit as effectively as they could before.
So maybe... character's next 3x attacks will have 100% chance to miss... doesn't matter if it's normal/crit or spell duration 8s; cd 90/80/70/60/50s


<EDIT>
http://www.championsofregnum.com/for...06&postcount=3

I hope that it will be jewelry for wm coins (upgradeable o.O) :>
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Last edited by Sentan; 04-30-2015 at 08:59 PM.
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Old 04-30-2015, 08:38 PM   #228
Ludwig Von Mises
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Challenge should be made into a movement speed reduction spell. :]
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Old 05-01-2015, 08:38 AM   #229
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Quote:
Originally Posted by Sentan View Post
<EDIT>
http://www.championsofregnum.com/for...06&postcount=3

I hope that it will be jewelry for wm coins (upgradeable o.O) :>
That reward feature has only one purpose and it is to sell wmc boosters.
NGD need to make money, but really rewarding a zerg for sitting in fort etc is ridicules.
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Old 05-01-2015, 02:33 PM   #230
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Quote:
Originally Posted by pieceofmeat View Post
NGD need to make money, but really rewarding a zerg for sitting in fort etc is ridicules.
Agreed. Hopefully the reward is based on how much you actually contribute to the fight, not just how long you're there.
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