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Old 07-07-2009, 10:39 PM   #21
ArchmagusArcana
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Knight was my first character i ever got to 50, a long long time ago, and its still my favorite, but ive always said, WTF do barbs have frenzy and we have nothing comperable, WTF do archers get 15% resist to ALL damage and we dont, and we are knights, we wear armor, WTF do i have very bad rating on level 50 armor. At the absolute least, level 50 (maybe 45-50 even) armor should be normal on everything, its not unbalanced, its logical, a knights weapon is his ability to resist damage, so even going so far as to give a Good rating to all defenses i dont think is going too far.

I played again on RA just recently (as that is where my knight lives), and even with all block passives and PB maxed out that i would block.....maybe 1/10 on average, its just.....not acceptable......Im not quite sure how to change it given the nature of this game (too fast paced for a mini game, or even an interactive real time block menu).

Maybe have something like block points that would work like mana. Normal blocks would remain as normal (including the block passive), but Spells would contribute to a block point meter that would give a 50% chance (or whatever) to block the attack, each attack that is blocked removes some of the points, and when exhausted, only block as normal. It would turn PB into a getaway spell like sanct or low pro, it would be reliable, and it would be effective. It may call for reducing the time on PB or increasing cooldown, but at least it would make blocking more reliable and turn knights from being a tiny little thorn that gets hit more than blocks, to something that can really be a pain in the ass.....
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Old 07-22-2009, 03:24 PM   #22
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Please NGD, I beg you, put the balance updates for knights second after bug fixing. From all the classes I've access to (Knight, Warlock, Conjurer, Hunter), my knight is by far the worst to play and gives me the most frustration.

Removing the knight class would have been less cruel that what has happened to us last updates.
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Old 07-22-2009, 03:33 PM   #23
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Quote:
Originally Posted by DkySven View Post
Please NGD, I beg you, put the balance updates for knights second after bug fixing. From all the classes I've access to (Knight, Warlock, Conjurer, Hunter), my knight is by far the worst to play and gives me the most frustration.

Removing the knight class would have been less cruel that what has happened to us last updates.
Wow really? After leveling my barb to 50 and warring with him, playing my knights are far more tolerable/enjoyable.

But I agree, knights blocking should be fixed, and the "Run Over" knock-resist passive seems to no longer work post-1.07. Just an observation.
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Old 07-22-2009, 03:57 PM   #24
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Wow really?
When you've known this... http://regnumonline.com.ar/forum/sho...2&postcount=27

Good ol' time when you could run around with vanguard at 13, saving people... now knights have shitty auras and defense...

Kyrottimus, actually i save more people with my barb than with my knight, i think at deafening roar or simply the ability to kill a guard in less than 30s...

Playing knight nowadays is almost a crime against your own realm

Last edited by KnuckOne; 07-22-2009 at 04:21 PM.
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Old 09-29-2009, 07:08 PM   #25
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I have to bring this up again. A week ago I was playing at Tyr, doing quests with my knight and a level 10 warrior was asking questions about subclasses at the realm chat. At a certain moment he asked why I had chosen the knight and why he should take it. I did not know what to answer.

I can't think of a reason why someone should pick the knight over the barbarian. Barbarians have better general defense, better damage and the same crowd control(this little list came from Mattdoesrock, he plays both a barbarian and knight). Of course you can say that Army of One is a powerful skill, but it has many counters. Also, the blocking system proves to be quite unreliable/not working.

With the removal of the penalty from Berserker, the difference between knights and barbarians in defense faded away even more. Both have the tactics tree, knights have Vanguard and Shields on top of that, but I can count the useful skills from those trees on one hand. Barbarians have Frenzy and Unstoppable Madness from their trees.

It is needed to make the knight skill trees more useful, or the class has lost his use and should be removed from the game.
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Old 10-05-2009, 02:34 AM   #26
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The biggest complaint with knights is the low survivability against ranged characters. The biggest reason this happens is because knights can never get close enough to do damage, while archers can simply stand off and kill them slowly, assuming their pet doesn't do the job first. It's so bad that dueling a hunter versus pvp'ing a hunter from an enemy realm are completely different animals altogether simply because of range. (in a duel you have to stay within a certain area)

Knights have shields that are generally quite large. The further away an arrow is fired, the easier it should be to block, going exponentially up to infinity at some reasonable distance. The balance here is simple, if you want to be a hunter taking out a knight solo, you have to balance safety (distance) versus hit-rate. I would recommend altering deflecting-projectiles to an instant-cast spell that creates this special 'arrow awareness' for blocking purposes. leave the timeout/usefulness ratio similar to what it is now.

has this been tried?
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Old 10-05-2009, 07:30 AM   #27
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I think deflect projectiles should be a passive, seeing as how hunters are a constant problem in game. And accuracy % should bring them within melee range for reliable accuracy.
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Old 10-05-2009, 10:24 AM   #28
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Quote:
Originally Posted by DkySven View Post
what exactly is the purpose of the knight class
Ao1 -> ask for synergy -> spring4/5 -> rush -> jaw breaker into one conjurer -> shield bash into another -> try and MS some pylon or buffed sm warj -> tangle one lock(preferably)/non-UM-ed barb(if you have to) with kicks/feints/dlimb2/3 OR gather a cluster of enemies around you (might as well go into protector) and give your locks a great group of enemies to throw sultars in.

That is how I see it, and thats how it worked well in 1.0.7 (1.0.8 delays broke it a bit).
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Old 10-05-2009, 11:46 AM   #29
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Quote:
Originally Posted by Lumi_Alsius View Post
Ao1 -> ask for synergy -> spring4/5 -> rush -> jaw breaker into one conjurer -> shield bash into another -> try and MS some pylon or buffed sm warj -> tangle one lock(preferably)/non-UM-ed barb(if you have to) with kicks/feints/dlimb2/3 OR gather a cluster of enemies around you (might as well go into protector) and give your locks a great group of enemies to throw sultars in.

That is how I see it, and thats how it worked well in 1.0.7 (1.0.8 delays broke it a bit).
I must correct you.

AoO -> ask for mana -> spring 4/5 -> rush -> get MSed/stopped with 500 debuffs -> resurrect -> go back and die again.
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Old 10-05-2009, 11:51 AM   #30
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Quote:
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I must correct you.

AoO -> ask for mana -> spring 4/5 -> rush -> get MSed/stopped with 500 debuffs -> resurrect -> go back and die again.
Eh if there is 500 enemies just don't approach them alone There is always aura build for teamwork.
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