04-28-2015, 10:42 PM | #221 | |
Banned
Join Date: Jun 2014
Posts: 111
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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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04-29-2015, 05:45 AM | #222 | |
Master
Join Date: Nov 2012
Location: Kogoruhn
Posts: 319
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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. 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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A better world. |
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04-29-2015, 10:35 AM | #223 |
Master
Join Date: Jul 2009
Location: Poland
Posts: 472
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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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"There was a time above... a time before. There were perfect things... diamond absolutes. How things fall... and what falls... is fallen." CoR Soundtrack | SUGGESTIONS: Outdated spells | 2h weapons | Other suggestions Siwy |
04-30-2015, 01:00 AM | #224 | |
Banned
Join Date: Mar 2013
Posts: 273
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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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04-30-2015, 06:33 PM | #225 | |||||||||||||
Master
Join Date: Jul 2009
Location: Poland
Posts: 472
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I've tested all the new/revamped spells... imo The following skills are still useless or broken:
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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:
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Add Opponent Spell Resistance -10%/-20%/-30%/-40%/-50% Quote:
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**************************************** forgotten spells that should be modified in this patch: Quote:
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What do you think about these changes?
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"There was a time above... a time before. There were perfect things... diamond absolutes. How things fall... and what falls... is fallen." CoR Soundtrack | SUGGESTIONS: Outdated spells | 2h weapons | Other suggestions Siwy Last edited by Sentan; 04-30-2015 at 07:41 PM. |
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04-30-2015, 06:56 PM | #226 |
Apprentice
Join Date: May 2014
Location: The Korr-Tabhar to Altaruk trade-route.
Posts: 81
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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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04-30-2015, 06:59 PM | #227 | |
Master
Join Date: Jul 2009
Location: Poland
Posts: 472
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<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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"There was a time above... a time before. There were perfect things... diamond absolutes. How things fall... and what falls... is fallen." CoR Soundtrack | SUGGESTIONS: Outdated spells | 2h weapons | Other suggestions Siwy Last edited by Sentan; 04-30-2015 at 08:59 PM. |
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04-30-2015, 08:38 PM | #228 |
Banned
Join Date: Jun 2014
Posts: 111
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Challenge should be made into a movement speed reduction spell. :]
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05-01-2015, 08:38 AM | #229 | |
Master
Join Date: Dec 2011
Posts: 479
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NGD need to make money, but really rewarding a zerg for sitting in fort etc is ridicules. |
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05-01-2015, 02:33 PM | #230 |
Banned
Join Date: Mar 2013
Posts: 273
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