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General discussion Topics related to various aspects of Champions of Regnum

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Old 01-24-2017, 07:17 PM   #21
Hayir
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Quote:
Originally Posted by Skjringsaal View Post
You need certain range of authority in clan to deposit something, and higher for give something to someone.
That's good, is there a log too tho?
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Old 01-24-2017, 07:38 PM   #22
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Looks alright, but i am a bit worried about a few key things.
  • Prominent sight doesn't make sense. It just turns the hunter more into a marks, and you should rather focus on buffing the pet.
    Quote:
    Originally Posted by Frosk View Post
    Balance

    Feint
    Since Knights will be more vulnerable to ranged damage, and particularly more of a target when using Mana-oriented spells such as Mana Burn, they’ll need a little extra help in order to control their target once they went through the effort of getting close to them.
    • Mana Cost: 70 - 90 - 110 - 130 - 150
  • The fact that theres even a buff to feint contradicts the knights purpose. It just makes the knight more offensive especially combined with Knights haste (which actually is an interesting spell by itself). Feint is used for knarbing, arguably their most offensive skill and it has an extremely low cost. So this spell should rather be changed to a stun or nerfed along with offensive stance if youre gonna add knights haste.
    Oh and lets not forget that every knarb is use offensive stance + Ao1 simultaneously. Just get rid of that shit, thats not how knights work
    Also are you considering a revamp to staff mastery?

Last edited by mind-trick; 01-24-2017 at 09:20 PM.
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Old 01-24-2017, 07:47 PM   #23
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Quote:
Originally Posted by mind-trick View Post
Prominent sight doesn't make sense. It just turns the hunter more into a marks, and you should rather focus on buffing the pet.
Yes, that does absoutly not fit in this skilltree
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Old 01-24-2017, 08:08 PM   #24
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Quote:
Originally Posted by Hayir View Post
That's good, is there a log too tho?
No. Actually the function seems very simple right now. Maybe they will improve it later.
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Old 01-24-2017, 08:17 PM   #25
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Promising changes, especially arcana strike and archers range.
Why only Alsius are commenting in this thread ? Any other realms exist in this game ?
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Old 01-24-2017, 08:42 PM   #26
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I regret. It seems only founder can retire things. Please, confirm
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Old 01-24-2017, 09:06 PM   #27
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Whenever i log Amun i just get the choose realm option.My characters arent even loaded there.

Changes seem nice i would love to test them
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Old 01-24-2017, 09:10 PM   #28
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Quote:
Originally Posted by Nightshroud View Post
Whenever i log Amun i just get the choose realm option.My characters arent even loaded there.

Changes seem nice i would love to test them
What worked for me is:
1: Make a char
2: Exit cor (dont enter world with char)
3: Open cor again
4: Delete newly created char
5: All your main chars will appear
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Old 01-24-2017, 11:51 PM   #29
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very nice changes i am happy ngd did something about balance, just one thing,
wind wall does not work in close range,

for example one marks comes in close range with warlock, wind wall will not do any good at very close range (range 10 approx), normal attacks and spells will steal deal damage as if wind wall is not casted

and with the range nerf to archers it will render wind wall useless

i tested this with deepu, so please fix thanks
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Old 01-24-2017, 11:52 PM   #30
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Great changes on sub-class-spells but what about main-class ones: warrior, mage or archer... tons of these spells are outdated

anyway NGD seems to want to make more unique or varient builds around CoR world respect for this.
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