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Old 07-18-2010, 10:19 AM   #221
Minorian
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Quote:
Originally Posted by _Nel_ View Post

So, Alsius will get nerfed again, they won't get a teleport in enemy warzone to go near their castle.
And we'll start the whine train gain

I still don't understand, in exchange for far castles they get the advantage of being near both the secondary forts which are essentially a guaranteed capture. They use it alot. Ignis has to run ages to alga or trelle, I want a teleport there! wwwwwwaaaaaaaaaahhhhhhhh!!!!!!!!!!
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Old 07-18-2010, 11:03 AM   #222
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Originally Posted by chilko View Post
we would love to do this... but we think that people will kill us.

the other thing that we would like to do also is for every power to start in 0 so people would have to spend points for every spell and there are no cool freebies.

but we think that people will kill us for that too
I think this could be a great idea !, and is deffinatly worth the community discussing possible changes, rather than just saying NOOOOO.

An increase in either discipline and/or power points may be needed, i like the idea of discipline being increased , so maybe at lvl 50 every skill is availiable but with the current amount of power points (not inc the free lvl 1). I use around 5 skills regulary at lvl 1...so coosing them or 1 lvl 5 would add alot to the build choices.
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Old 07-18-2010, 01:19 PM   #223
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Suggestions (my ideas about balance roadmap):

Fix those issues:

- spell visual effects invisible when casted outside sight
- armours (ie. mages ones as reported)
- mounts (dismount don't always work, fast cast, permanent mount speed)
- camo (should be cancelled by a hit, every time)

Then please handle:
- broken spells (some just don't work, some are unusable, check forums)
- pets/zarkits damages (just divide dmg by 2 vs characters, keep as is vs mobs)

Then change cast speed/attack speed curves (as proposed), and nerf what you want.

Please increase gameplay "fluidity" (speed, dynamics).
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Old 07-18-2010, 01:58 PM   #224
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Quote:
Originally Posted by chilko View Post
we would love to do this... but we think that people will kill us.

the other thing that we would like to do also is for every power to start in 0 so people would have to spend points for every spell and there are no cool freebies.

but we think that people will kill us for that too
But we love our level 1 freebees

Anyway, dont nerf level one spells But the reduction of shared trees could have its advantages, even if to start with you just set (hunter) short bows and (marksman) shortbows with all the exact same powers think of what you could do with it later, you tweal change a spell in shortbows that overpowerd hunters without damaging marks.

No longer would you have the issue of 'we would like to change this to balance that but it would wreck the other class' I think its at least worth considering
Quote:
Originally Posted by need_more_invasions
I still don't understand, in exchange for far castles they get the advantage of being near both the secondary forts which are essentially a guaranteed capture. They use it alot. Ignis has to run ages to alga or trelle, I want a teleport there! wwwwwwaaaaaaaaaahhhhhhhh!!!!!!!!!!
Castles are far more important than the 'secondary' forts in invasions (you should know all about invasions ) As Castles are the prime structure you need to hold and if a Alsian dies at Efe/Shaana and cant get rezzed its a very long run back. So being so far from the most important part of setting up an invasion puts Alsius at a pretty significant disadvantage when invading.
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Old 07-18-2010, 02:41 PM   #225
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Quote:
Originally Posted by _Nel_ View Post
So, Alsius will get nerfed again, they won't get a teleport in enemy warzone to go near their castle.
We already have one! We just walk up to any enemy and say "Hello, I would like to exchange these lovely RPs for a quick trip to my realm gate." Most enemies are quite pleasant in that regard, and eager to oblige.
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Old 07-18-2010, 03:28 PM   #226
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Quote:
Originally Posted by GythaOgg View Post
We already have one! We just walk up to any enemy and say "Hello, I would like to exchange these lovely RPs for a quick trip to my realm gate." Most enemies are quite pleasant in that regard, and eager to oblige.
Yes, but "realm gate respawn" isn't available if you don't hold your own castle.

Putting all castles close to the center of the map or mirroring Syrtis warzone are still the best and fairest solutions, but unfortunatly they need much more work.
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Old 07-18-2010, 04:21 PM   #227
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Why don't you limit the top % of VI, and not reduce Arcane Devotion?.

Actually not all the player in regnum has or commerce with gems.......
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Old 07-18-2010, 04:49 PM   #228
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Quote:
Originally Posted by _Nel_ View Post
Yes, but "realm gate respawn" isn't available if you don't hold your own castle.
Yeah, or when I forget I got chomped by a mob, so I smugly 'allow' myself to get killed by somebody, then get the

Code:
No gate for you!
[Res at agg save, noob!]
popup.

Quote:
Originally Posted by _Nel_ View Post
Putting all castles close to the center of the map or mirroring Syrtis warzone are still the best and fairest solutions, but unfortunatly they need much more work.
+1 on that.
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Old 07-18-2010, 07:17 PM   #229
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Quote:
Originally Posted by chilko View Post
hello everyone,

We have been working on some balance aspects. Here is a list of stuff that may or may not be in Amun yet but is part of what we are planning for the following updates.

Please try to be as constructive as possible.

Network code / positioning system

New network code should provides a smoother experience and adds a lag compensation technique to minimize phantom swings, although you will experience hits from opponents being far away from you this is not because of an extra range (range has actually been reduced a little) but the result of the lag compensation. (THIS IS ON AMUN NOW)

good

Map
  • Move the Trelleborg Save and fix the mountain to Algaros so both forts are not so easy Accesible // good
  • Move the Wall 2 Castle teleport in alsius so it is not so easy for the enemy to go to the Castle after taking Trelleborg. // good
  • New teleport in Alsius to travel faster to Syrtis Castle Area
// good

Equipment:
  • RVR quest added to get Amulets and Rings that are only available in the opponent realm. // good
  • Tunics will offer more protection // good
  • A bug will be corrected in the armor/tunic protection system that is hindering the performance of certain armors against some damage types // good
  • Armor performance increase in general for all classes. // good

Combat System:
  • Crowd controls of the same type will no longer be able to be stacked to minimize frustration of being rooted for long periods of time. // sometimes good, sometimes bad
  • A short immunity to crowd control of the same type will be added after the effect to provide some chance of counter action. // bad
  • Global cooldown on mages will be augmented from 1 second to 1.5 seconds. // bad
  • A feature will be removed that generated more evasions as the range of the attack was bigger // good

PVE:
  • Fix in the evasion/resistance system for normal and challenging creatures // good

Powers:
  • Arcane Devotion nerf // bad
  • Sultar’s Terror Splash Damage Nerf // bad

Stuff that we will look into in the near future:
  • Pets
  • Summons
  • Confuse
  • Camouflage
  • And many more

At least thats MY opinion.
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Old 07-19-2010, 01:13 PM   #230
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Quote:
Originally Posted by chilko View Post
hello everyone,
  • Global cooldown on mages will be augmented from 1 second to 1.5 seconds.
Meh.... All others...
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