Go Back   Champions of Regnum > English > General discussion

General discussion Topics related to various aspects of Champions of Regnum

Reply
 
Thread Tools Display Modes
Old 07-21-2010, 03:34 AM   #21
Minorian
Master
 
Minorian's Avatar
 
Join Date: Mar 2009
Location: Peterborough ON
Posts: 597
Minorian is on a distinguished road
Default

Quote:
Originally Posted by _Arwen_ View Post
I really like this idea for Conjurers at least. I've always thought aura's were misplaced on conjurers as it forces them into the middle of the army where they can get killed really easily in area chains.

If you decide to take this route though could you at least consider making these skills more like Mass Dispel is now? By that I mean make them ranged areas if you have a target selected and if no target is selected, make the caster the target.

Here are some ideas for converting the current conjurer auras over:

Greater Healing
Ranged area which restores a little health immediately and regenerates some more health over time.

Cooldown: 120s
Range: 20m
Area: 10m

1) 600 HP Instantly, 10HP/second over 10 seconds
2) 600 HP Instantly, 15HP/second over 10 seconds
3) 600 HP Instantly, 20HP/second over 10 seconds
4) 600 HP Instantly, 25HP/second over 10 seconds
5) 600 HP Instantly, 30HP/second over 10 seconds

Mana Pylon
Area to grant surrounding allies an Energy Barrier (note: the barriers would not stack, just override).

Cooldown: 90s
Radius: 6m

1) 500dmg for 15 seconds
2) 500dmg for 20 seconds
3) 500dmg for 25 seconds
4) 500dmg for 30 seconds
5) 500dmg for 35 seconds

Mana Communion
Ranged area that grants instant mana as well as a small trickle of mana to allies affected.

Cooldown: 75s
Range: 20m
Area: 10m

1) 100 MP Instantly, 10MP/second over 15 seconds
2) 150 MP Instantly, 10MP/second over 15 seconds
3) 200 MP Instantly, 10MP/second over 15 seconds
4) 250 MP Instantly, 10MP/second over 15 seconds
5) 300 MP Instantly, 10MP/second over 15 seconds

Protection Dome
Area that grants a small resistance to damage to surrounding allies.

Cooldown: 150s
Radius 6m

1) Resist Damage 10% for 10 seconds
2) Resist Damage 10% for 15 seconds
3) Resist Damage 10% for 20 seconds
4) Resist Damage 15% for 20 seconds
5) Resist Damage 20% for 20 seconds


Just my ideas for replacements to the auras. I'm a conjurer in my heart so maybe these sound extreme to some, but IMO the conjurer is the only healing class so they should be able to do their job...

Sincerely,
Arwen
Love ideas, but I think theyd need revisions. For example I personally would think that GH wouldn't be worth 4 power points, and Id just use it at 1. The proposed GH doesn't increase enough per lvl, bu I still love it.

Everything is good though
Minorian no ha iniciado sesión   Reply With Quote
Old 07-21-2010, 04:19 AM   #22
Ulti19
Master
 
Ulti19's Avatar
 
Join Date: Mar 2009
Posts: 450
Ulti19 will become famous soon enough
Default

Quote:
Originally Posted by chilko View Post
Auras are one of the distinctive features in Regnum.
but Auras are a pain...
[LIST]


We are looking into keeping only some of the auras that are interesting such as mana communion or some of the high end knight auras (which will be going back to a circular area)
and,



what do you guys think?
Ty ty ty With them being circular again positional lag won't be a huge issue and something like deflecting barrier will be useful again^^ Currently when deflecting barrier is cast I literally have to be right in front of the the person i'm protecting and if they move even a little they lose it. This won't be an issue anymore if they can be a little on my side or in front even.
__________________
Ulti19 no ha iniciado sesión   Reply With Quote
Old 07-21-2010, 04:40 AM   #23
bois
Count
 
bois's Avatar
 
Join Date: Nov 2008
Location: Trinidad and Tobago
Posts: 1,194
bois will become famous soon enough
Default

I like the ideas.

the dynamics will really change indeed. Imagine conjurers would be able to drop the greater healing (regen over time) spell and can tactically fall back out of danger instead of standing there. Same for others that once were auras. The conjurer now becomes very tactical in nature and can advance and retreat as the need arises. The remaining (2?) auras will still cause the conjurer to come out and be susceptible to injury.

I am cautious and guarded about the reductions of mana costs of heals. Maybe cool-downs should be lowered but care must be taken with both this and mana cost. Don't get me wrong, I am not saying it should not be done, I am just saying one step at a time. we wouldn't want conjurers to be able to out heal damage to such an extent that it causes imbalances. Remember the stacking dynamics would also change. Easy does it till all the proposed changes are spelled out by NGD.

Knight auras back to 360 degrees would be a welcome return. Question is which 2 will the Knight retain as auras. Stars shield could probably become an area. It is not much used and not that interesting.
If I were to keep 2 it probably would be Heroic presence, and Shield wall. (Tough call)

Deflecting barrier is also a tough call. I would simply suggest ,because it reduces ranged damage, it becomes an area. This would allow the knight the flexibility to cast it on the charging force while being able to offer shielding in the form of heroic presence and shield wall as auras in melee conditions.
Melee conditions are where the knights fight and as such those short range auras would help his/her allies most. This leaves the rangers covered in the area spell and able to fall back out of melee range (possibly knight auras) while still having protection against opponent rangers. Rangers are buffed to fight at range with protection while giving the knight the flexibility to move inside and fight without the rangers losing cover.

All this aside, it might just come down to the 4 auras remaining that stresses the server the least.

Changing some of these auras to areas may have other implications. What would might be needed especially for conjurers would be feedback on the range of their area with a visual cue. Possibly a small + sign over the head of all those who fall in the GH area for example. However, this may introduce complexity and as such lag. I am really not in a position to say.

All in all, interesting concept. Also, some good ideas by posters above me. This one , depending on the implementation could be a big win for tactical play in this game.


Artec
bois no ha iniciado sesión   Reply With Quote
Old 07-21-2010, 05:18 AM   #24
El_Naso
Baron
 
El_Naso's Avatar
 
Join Date: Jun 2007
Location: Not studying
Posts: 675
El_Naso is on a distinguished road
Default

I don't think a conjurer would be unable to move towards the main force to GH an MP, remember there will be a little inmunity to cc's to counter the dreaded stacking of stuns and knocks, also not all conjurers will get dizzy/confused/knocked/stunned before reaching destination because they are usually more than just two and also because of mind blank, and on top of that there's mass dispell.

Also, how would you make the regeneration capability of GH stack? I thought it was a great idea at first but then that crossed my mind...

Maybe it could be a (not too much) more powerful regen with a shorter but stackable duration? it would be the exception to the rule but what the hell :/

Or maybe just instant heal, lower effects as well as lower cooldown and (slightly lower to avoid overuse) mana cost.

Ooor maybe add a second (or half a second) of inmunity. The odds of an enemy area being cast in the exact time this is in effect would be extremely slim and it would allow some more manuvering in a battle as the enemies get their attacks delayed for an instant.

Maybe the GH and MP could be used under sanctuary too since they won't be auras any more, although that would definitely need a tweak or two.
__________________
Naso · Tirador / Tremendo Naso · Cazador / N a s o · Conju
Ligeramente ocupado
_

Last edited by El_Naso; 07-21-2010 at 01:29 PM.
El_Naso no ha iniciado sesión   Reply With Quote
Old 07-21-2010, 05:34 AM   #25
e30G
Count
 
e30G's Avatar
 
Join Date: Jun 2007
Location: Philippines
Posts: 1,244
e30G will become famous soon enough
Default

The regeneration shouldn't stack IMO. Just like regenerate ally, the cast will override the previous. Also, the cast shouldn't take effect on players with 0 damage just like regenerate spells (unless NGD reverts this change).
__________________
I N Q U I S I T I O N
On Regnum Sabbatical
e30G no ha iniciado sesión   Reply With Quote
Old 07-21-2010, 06:10 AM   #26
El_Naso
Baron
 
El_Naso's Avatar
 
Join Date: Jun 2007
Location: Not studying
Posts: 675
El_Naso is on a distinguished road
Default

But current effect of GH stacks afaik, doesen't it? It's what makes GH counter extreme situations like an area sweep, also why just making it an instant heal may not cut it, unless it's a high value (1k or so), and I'm not quite sure that's the best idea :/
__________________
Naso · Tirador / Tremendo Naso · Cazador / N a s o · Conju
Ligeramente ocupado
_
El_Naso no ha iniciado sesión   Reply With Quote
Old 07-21-2010, 06:12 AM   #27
e30G
Count
 
e30G's Avatar
 
Join Date: Jun 2007
Location: Philippines
Posts: 1,244
e30G will become famous soon enough
Default

That's why I like Arwen's idea better. It's an instant heal + a regenerative effect. The instant heal on her example needs to be tweaked though. Maybe lower effect on levels 1-4. While the regenerates do not stack, multiple conjurers casting area 600 heals will be very powerful.
__________________
I N Q U I S I T I O N
On Regnum Sabbatical
e30G no ha iniciado sesión   Reply With Quote
Old 07-21-2010, 06:44 AM   #28
MalaTempora
Initiate
 
Join Date: Jun 2009
Location: florence, italy
Posts: 150
MalaTempora is on a distinguished road
Default

Quote:
Originally Posted by chilko View Post
Auras are one of the distinctive features in Regnum.
but Auras are a pain...
  • [cut the reasons]

so...

We are looking into keeping only some of the auras that are interesting such as mana communion or some of the high end knight auras (which will be going back to a circular area)

and,

make the other auras more like instant area spells...

This means that in order to cast let's say Major heal, a counjurer would need to go and press a button instead of just being there. This decision alone makes it much more tactical in terms of where and where do the area heal.

by doing this we could be able to take the area limit to 4 (we will only have 4 assist auras in the game) and all of these new area effect spells could pile on top of those auras (opening multiple interesting group/buff dynamics)

what do you guys think?
I always use to play aura's support knight, yes, also with this freakin' "aura on my back !!!" limit, ppl who play with me know this, and i love auras and
knight def buffs

Your idea (if i understand it) is to keep some kind of auras and transform
other defensive support buff in "INSTANT BUFF TO PPL NEAR"?
so (as example please confirm what are your thought)
1- i cast (as ex.)"SHIELD WALL" and the ppl near me at those precise moment take the buff for some time, and can go far in the fight?

2- i would have just 1-2 auras to choose from? (now i've almost all auras to 5 lvl i rotate them and burn all my manas there ) the others will be screwed and i will lose them..

3- i would have much more spell like the "ethereal manthle" so i could buff
single players and they could move away? (this could be a path.. but will
be risk, cause if too many buff of this kind are present you'll see probably the born of "auto-bot-buffer" at save,
like ppl with 2 pc using one "buffer account" and the other to plays...


i understand that the auras are a "BIG CHARGE" in terms of CPU costs, cause
the positional issue constanty check could be a pain, but why dont you
reduce the thick time of the check?
i mean.. check only 1 time per 5 second? giving a fade time of 5-6 second
to the effect? so ppl have to stay near until they take the "thick" and after
they need only to stay around with a bit of "approssimation"...

this could be a good "compromise to cpu cost"?
__________________
(Horus) Ignis - Ignobili Malignis
Mala Tempora (hunter) (notsoactive)
Massenzio Treesimo (knight) - Mazrim Taim (lock)
MalaTempora no ha iniciado sesión   Reply With Quote
Old 07-21-2010, 07:18 AM   #29
Syrtisa
Pledge
 
Join Date: Dec 2008
Posts: 29
Syrtisa is on a distinguished road
Unhappy

Quote:
Originally Posted by El_Naso View Post
But current effect of GH stacks afaik, doesen't it? It's what makes GH counter extreme situations like an area sweep, also why just making it an instant heal may not cut it, unless it's a high value (1k or so), and I'm not quite sure that's the best idea :/
100% right....

lets just imagine.... 3 conjus at front doors.... they pre-cast gh.... after that fort defence came out with some area spams. outcome gh saved ppl around including conjus....

but what will happen after next conju nefring.... conju may be unable to cast ie knocked confused and so on...

let me remind, that gh is also one of conju defence, especially joined with karma, steel skin and regnen

gh pre-casts will no longer be possible = bad bad idea

so once again NO for next conju nefring action....

support conjus are so rear soon we will see them only in gallery pictures as extinct class
Syrtisa no ha iniciado sesión   Reply With Quote
Old 07-21-2010, 07:36 AM   #30
ayexeyen_
Apprentice
 
Join Date: Sep 2009
Location: Europe
Posts: 86
ayexeyen_ is on a distinguished road
Default

Quote:
Originally Posted by chilko View Post
Auras are one of the distinctive features in Regnum.
but Auras are a pain...
[LIST][*]They cost too much processing time on the server (the 3 aura limit is in place because that's one of the reasons for the server to cry during an invasion.

what do you guys think?

About the CPU consuming here my theory... I'll try to explain it (with my bad english), the theory is called "hit cactus theory" . Maybe I am (really) wrong and this will not help you but a post cost nothing. Ok so, when you move around I suppose that you do some check on the terrain like when you hit a wall or a tree or an (ignis) cactus (basically to prevent that a player go through it). Now, instead of compare the distances between the conj and the players why don't make the auras a (mobile) property of the terrain? Now is a particular position that have a property it's not the conj anymore.

Instead of calculate the distances for each player and check if they are in range you could add another "check for properties of the terrain" for each player.

Could it help?
__________________
Ayexeyen (in phonetic word "aiεkzεiɱ"): Ignis Barb 60

Last edited by ayexeyen_; 07-21-2010 at 08:05 AM. Reason: typo
ayexeyen_ no ha iniciado sesión   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 04:49 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2025, vBulletin Solutions, Inc.
NGD Studios 2002-2024 © All rights reserved
 
Loading...