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Old 08-29-2011, 10:41 AM   #231
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Originally Posted by HidraA View Post
What fulminantig you talk about huh?

This is the bulshit without any fuking fulminanting or other bufs.This stupid ideas about OP armor of marksman are just stupid shits.

http://fulga.u-s.ro/fotos/op_marx_armor.png

http://fulga.u-s.ro/fotos/op_marks_armor_2.png

http://fulga.u-s.ro/fotos/op_marks_armor_1.png

On mages is just worst...any fuking knock and bie bie any chance to survive or fight.Neighter run or something eles because barbs with 25% speed bonus hit wile runing ,archers and mage dose not.

In old days was a art to play.Now knocks and GAME OVER!

And all this think because ppl screaming for nerf others spells only.

It will never work to nerf to spells,or revamp all or let them alone.

Now gameplay become more frustrating ,no more any chance to defend nerfred ambush and wild domain + dmg from fall that will be worst than i ever have seen.

There is neighter fixed bug when you die at low HP when cast ambitious sacrifice,gameplay is a mess,and now by mistake when you watch 2347823648 ppl bars etc ...dang 3k hp out and 5% necro.....gameplay become a TRASH.

I am adicted to this game, but i watch how NGD distroy in every day gameplay fun.They can make him more eyecandy but after i will die from fall because my hp is half than a warrior i will delete him for sure.
Screen of ur buffs or ur not buffed. Although Falco proves that with fulmi barb can 2 hit ko lvl60 marx.
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Old 08-29-2011, 12:04 PM   #232
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Originally Posted by bois View Post
A few notes.

Falling damage as it is on AMUN suggests that the damage equation takes into consideration the class, the health pool of the character, the level and to a very minor extent, the encumbrance of the character (how much weight they carry along). It is not 2500-3000~ HP for a fall across the board. At least from my experiments. Indeed my Knight(60) takes 2881 damage from a specific spot and my Lock (50) takes 1840 from the same spot.
Yes indeed.I am sorry i made a mistake.I was early on amun and made a few tests.Seems that fallling dmg in % of your HP.Inside fort dose not look very bad ,usual take something as 60%-70%-80% of your HP depends from where you fall.
But in some place is insane,as entrance of Birka.

http://fulga.u-s.ro/fotos/dmg_fall_mage_birka.png


http://fulga.u-s.ro/fotos/dmg_fall_warrior_birka.png

Wtv i will suggest ,IF it is posible to make dmg from fall by areas splitted in 2 part:Inside realm and War Zone.And this two areas to have diferent % dmg from fall.And inside realm to be a little lower.

Anyway i want too see how it is works during the huge fights and not solo jump around If ppl can conc they self to not fall from wall forts



Quote:
NGD suggested they will revert the saves to the previous version (central save system). I suggest patience.
Hmm about this as i told before.
Actual system works great for invasions,i know some ppl don't like them ,but features as boats and 10k w coins reward make lots of them.
The only think that need reverted i think is remove that respawn at gates and central saves(maybe).
Dunno why but proly i will see complains from Alsius side ,seems that save near Aggers works greater than old save because grind is near and anyway they rgp there with no issue and even Aggers fort is near.
Somehow Aggers save becomes as syrtis old save usual lots of alsius afk there .
I think only Syrtis has issue atm with new save,they old CS was greater in old days than others realms.

Last edited by HidraA; 08-29-2011 at 12:24 PM.
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Old 08-29-2011, 02:23 PM   #233
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Balance Update – Stage 1 – Implementation


Based on the feedback we’ve gathered in these threads, Link 1Link 2, and considering some of the ideas suggested by the users, the final modifications for this stage will be:


Class: Warrior (Knight and Barbarian)

Feint: It will be inserted into the Knight’s “Vanguard” discipline, replacing the skill “Intimidate”.
Intimidate: It will be passed to the “Tactics” discipline, in the same position as “Kick”.
Kick: It’ll be up in the first discipline position, in the place Feint used to be.



Class: Archer (Hunter and Marksman)

Ambush: The range of this power will be reduced to 10 mts.
Stunning Fist: The “Cannot attack” effect will be replaced by the “Stun” effect.



Class: Mage (Warlock and Conjurer)

Will Domain: The range of this power will be reduced to 10 mts.



Subclass: Marksman

Burst of Wind: The damage effect of this skill is removed. Therefore, if the target is under the effects of “Divine Intervention”, it won’t be possible to cast it on him.

Mana Regeneration: It will be slightly reduced in combat situations.

--------------------------------------------------------------------------

Keep in mind that these changes are part of the 1st Stage. In the upcoming days we will be publishing all our planned changes for the 2nd Stage.

Regards!
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