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Old 11-09-2008, 09:45 PM   #21
kinsa11
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One thing to make the realms (not the classes) more balanced would be the items, especially the Ignis ring of lightning. This item is a huge advantage for some classes that cannot be compensated through a good setup, items you find etc.

I don't know if international players discuss this subject much (knowledge of spanish more or less nonexistent), but in the german forum there is a thread about that almost every week...
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Old 11-09-2008, 11:14 PM   #22
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Balance? 100% success for SK and Vampirism? No more canceling spells? http://www.t-chest.co.uk/2005/images...appy-bunny.gif It will end with fixing some spells :] more bugs and more archers with high lvl sotw.
I hope that knights auras will get reduced to let's say 0?
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<DkySven> the big problem with balance discussions on the Regnum forum is that a lot of people just suck at playing their class
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Old 11-09-2008, 11:52 PM   #23
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Quote:
Originally Posted by kinsa11
I said less damage and more passive blocks that are not that accidential (like 15 in a row and then 8 hits without blocking one single of them). So it wouldn't be that easy for an archer to kill a knight, because most attacks would be blocked.
No way. Evades and block in the row is what people hate. It worst then sanctuary on conju. How am I as a warlock supposed to fight such knight? Standing and waiting until his buffs will gone off? Each not evaded attack should increase evade chance until you evade Then evade chance should be 0 or almost 0 preventing from row evades. The same with block. And evade should be rare (1 of 10 attack) if you dont have evade skills.

Quote:
Originally Posted by kinsa11
And yes I know, that would disable the knight as a solo player. But this is a rvr and not pvp game and for the fortwars knights would make a huge difference.
This is pvp game with addition of rvr

Quote:
Originally Posted by Miraculix
Nope, works perfectly fine.

And its good that it works that way.
Can you tell me why? And maybe give my warlock some magical advice how to countermeasure that? Because I cant. There is no way to not get raped in each fight. Dont get me wrong. I have nothing against you walking around me to be behind me. But I totally against folks standing inside me and walking through me because Warlock cant be fast enough to do something with it.
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Old 11-10-2008, 05:53 AM   #24
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Hagar, use Mind push and static field (just 90 discipline and 2 power points to get it on 3) or just switch to SM entirely. Note that Static field has a 0% chance of being resisted, blocked or evaded.



IMO the biggest problem is not spells that allow blocking and evasion itself, but how random they are. Spell elude would be perfectly fine if it was only 30% chance and not 55% which is what most people experience.

And knight's damage is fine. 1 - 1.5k hits are reachable only with 3 weapon disciplines to 15+ and 1.8k - 2k SC hits are reachable only with a conjuror added to that. Having 3 weapon disciplines on 15+ means:

1) You can't get either Tactics or Shields to a decent lvl (15 and 19 respectively).
2) Unless you max all of those weapon disciplines you won't get high dmg SCs all the time which is a completely ridiculous thing to do in the war zone if you aren't lvling.

Besides, SC is an issue in itself.

About running through enemies: this is fine but i seem to have less trouble cancelling spells with my hunter than my barb and not because of the speed.
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Old 11-10-2008, 07:55 AM   #25
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Quote:
Originally Posted by hagar
There is no way to not get raped in each fight.
Brute force :P Some pieces of hope for you, just taken this morning :
nicedamage.jpg
I've been very lucky indeed, but i always believe in what i do, and it often works. If it worked each time like this, we won't have to worry about our defenses, that currently rely on the enemy evade/block rate.

What i hope from those balance changes is a better integrations of archers in teamplay, with decent areas (marks, their areas suck) and other stuff (hunters).

I hope the changes will be made carefully when it comes to knight and lock, those classes can become quickly overpowered with very small changes. But for now, none of those 2 classes can do their job properly.

I hope maybe too much, you're right
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Old 11-10-2008, 08:37 AM   #26
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Quote:
Originally Posted by sathilda
and other stuff (hunters).
Np just disable DI and knights auras and i will be happy in my team :P
Sometime i stay as marks without range and dmg cause most of my tricks is dead. I hope that changes in evasion and blocking will include Windwall and +evade items for mages. And mobs resisting/evading like archers with sotw.
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<DkySven> the big problem with balance discussions on the Regnum forum is that a lot of people just suck at playing their class
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Old 11-10-2008, 03:04 PM   #27
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I might be the odd man out here. But aside from a number of broken spells, I don't find the classes dramitically out of balance. Warlocks for instance are a little easier to kill for my archer, but I don't think anyone would argue that it is not an extremely powerful class and one that can easly out-damage me, dizzy me in a heart beat, and leave me defenceless. Sanctuary is an annoyance but at the same time an extremely important spell in the arsenal to those that cast it.

Balance as it is being discussed so far has been pretty subjective, and without an eye to unintended consequences (consequences like we had when the archer's move rates were reduced for a few days this past spring).

If anything needs to change it is to make sure the bugs as have been discussed need to get fixed and that all the spells are working properly...then see if that knocks the classes out of balance then simply adjust.
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Old 11-10-2008, 03:26 PM   #28
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Quote:
Originally Posted by Malik2
I might be the odd man out here. But aside from a number of broken spells, I don't find the classes dramitically out of balance.
I think many people agree that work needs to be done on 2 classes: warlock and knight.

You would have to play these classes to understand why; you don't get a full enough picture of things if, say, you've only played archer.
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Old 11-10-2008, 03:50 PM   #29
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Quote:
Originally Posted by Necrovarus
Hagar, use Mind push and static field (just 90 discipline and 2 power points to get it on 3) or just switch to SM entirely. Note that Static field has a 0% chance of being resisted, blocked or evaded.
I totally ignored SM tree.. didnt remember that it has such spells like static field and evendims fury.. I thought that SM is for making warlock to behave like walking machinegun what is not interesting in any way..

I will have to check this set up if I can manage with points Why oh why "Zona the Guerra" is dead..

Quote:
Originally Posted by Necrovarus
IMO the biggest problem is not spells that allow blocking and evasion itself, but how random they are. Spell elude would be perfectly fine if it was only 30% chance and not 55% which is what most people experience.
And 6 evades in row form the same attacker shouldnt happen..

Quote:
Originally Posted by sathilda
Brute force :P Some pieces of hope for you, just taken this morning :
Attachment 14209
I've been very lucky indeed, but i always believe in what i do, and it often works. If it worked each time like this, we won't have to worry about our defenses, that currently rely on the enemy evade/block rate.
Recently killed normal hunter in 4 spells and that was damn quick I thing I was more surprised then he/she was But he/she was unbuffed...I dont know but sometimes my lightning deals 20 per tick what is pretty funny dmg..meteors 500, fireball crystal and blast 300..then evades come.. argh.. Yes with our dmg not being lowered so deadly and fixed and improved vitality absorption we would be able forget about low hp, def and speed and particular evades or blocks.

Quote:
Originally Posted by sathilda
I hope the changes will be made carefully when it comes to knight and lock, those classes can become quickly overpowered with very small changes. But for now, none of those 2 classes can do their job properly.

I hope maybe too much, you're right
I agree, warlock can be overpowered really easy with his health and mana draining skills. After fixes to evades and blocks system, maybe changes to dmg calculation algorithms that our dmg wouldnt be reduced almost 50% but at worst 20% we will need only little touch here and there (changes to cooldown, casting time, mana cost or dmg). IE magma blast, stalagmite need some changes.
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Old 11-11-2008, 02:59 AM   #30
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Honestly Knight's need a whole lot of work. Playing one for some time now a lot of things are evident. It stems from the luck system/block rate/evades/resists. Fix this, and balance will tremendously improve again.
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