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View Poll Results: Do you think Warmasters update improved your game experience ?
Yes 34 22.82%
No 115 77.18%
Voters: 149. You may not vote on this poll

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Old 05-10-2011, 03:27 PM   #41
Seher
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Quote:
Originally Posted by lunedor View Post
Note that beacons are the solution for :

- OP barb : no more roar-kick-feint --> CS because of immunity/more HPs/speed buffs
- BoW : dizzy immune
- Knockum online : immunity to the OP CC spells

with WM, you just need to have some more fighting skill (use the right CC at the right time, hold beacon's place before enemies can use them, slow down the zerg until beacon's effects ends...)
Solution? Are you serious? The problem is still the same when there's no warmaster around, and there's another, a new problem with warmasters around: LESS tactics! WAY LESS TACTICS! Just slow downs, yay. Hey, I myself suggested nerfing knocks to 2 seconds duration, but that's still something of use then! Playing without any kind of CC... That's just boring!

Hell is divided in two places, a hot part and a cold part. You are free to move between them, but in whatever part you are, you'll want to go back to the other. That's what Regnum has turned to.
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Old 05-10-2011, 07:56 PM   #42
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Quote:
Originally Posted by Zas_ View Post
Since now we see the whole warmaster figure, what do you think about it ?
It sucks.aaaaaaaa
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Old 05-10-2011, 10:22 PM   #43
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The beacons really should be a resist %

This immunity thing has got to go.
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Old 05-10-2011, 10:31 PM   #44
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Quote:
Originally Posted by Droc View Post
The beacons really should be a resist %

This immunity thing has got to go.
I agree with this 100%.

My suggestion: Change the Warmaster buffs from "invincibility every 10 minutes" to be both weaker, more balanced, and more useful. Something like 30% resist for 60 seconds with a 3 min cooldown would be very nice; your armor would still be much stronger (remember old Spell elude, anyone?), the beacons could be used more often, keeping more people covered, and the entire combination would not be horribly overpowered like it is now.

Alternatively: Make the buffs lost if the player ventures out of sight of the beacon. Overzealous farming players would be demolished then.

Warmasters should be an addition to an army, not the definition of it.
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Old 05-10-2011, 10:42 PM   #45
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si y mucho
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Old 05-10-2011, 10:42 PM   #46
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I liked the game how it was a long time ago.

I liked the skills how they were a long time ago.

2007 was a good year.

I do like the idea of warmasters.

The ximerin I spent was mainly used on costumes gems and mounts.

NGD asked why so many players came for warmasters.

It is a simple answer. Most of us came back with hope that old problems would be fixed and old friends would be reunited. Many of us play this game only because of the bonds we have made with other players. Many of us are just trying to get warmaster to test out the new skills with our own tactics.

It would be nice if you created a new warzone for people that were lvl 30 - 50 at center island, or another new location.

There is another issue also. Our weapons do less and less damage on higher lvl players, but mages skills do the same damage regardless of level. At the same time mages are saying we got damage bonus as non mage characters.
I would like to see your spell damage compared to my weapon skill damage.
12 normal hit and 65 ensnaring arrow skill hit lvl 5 on some (archers)
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Old 05-10-2011, 11:29 PM   #47
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Default i would have voted "no" too

WM imo was a great idea,but as stated previously,badly implimented,and poorly tested!
What WM did for me,was change the basic fabric of what made regnum unique among MMO's out there.
regnum lost its charm..it appeared to sell out to the almighty dollar at the cost of all else.
i can understand the need create and generate a steady income.but in all seriousness,WM was ill thought out in that respect.
agreed wars are more common,if you can call camping a save war!
heres a problem regnum faces now....
as ive always said..WM are too OP and make it harder and harder in due course for any NEW players to compete.heck lvl 60 is too OP,considering the work required to reach that level.
so NEW players are keen and eager to start playing,they WANT to be part of the action and fight!,they level up hard,are in a rush to get there.thats normal.
after a time,the grinding wears out thier enthusiasm and starts to weight heavily on them.thier fun factor after the novelty of a NEW game has worn off starts to deminish.
This starts to add pressure on them,and the fun becomes less and less.
They then do one of 2 things..they perservere,or they quit!
and from the stats ive got from my clan here...they are choosing the latter option more and more these days.
the long term players on ALL sides,also start to lose thier fun and stop playing as much.the game starts to get too easy..or too hard..regnum has lost its middle ground.
someone said earlier they liked the game of old..i AGREE,the day NGD introduced strafing(so everyone started to run sideways instead of forwards lolz),Barbs auto hitting(making them idiot proof class) was the day this game started to decline to its present state.
i remember not so long ago,people being so adamant WM was great for the game..now the general attitude towards it is the opposite.
Chilko..here some advice,dont always believe stats,they can be misleading if not read correctly.
you might have what you call proof the game thriving,but the reality is,its not.
fix the bugs,the major balance issues..and you will do alot to restore the faith of those regular players who have voted NO.
and lastly..alot like myself are very hurt and offended by you NGD,we paid alot of money for premium items at top lvl...only for you to go nerf them and render them useless to us.adding the extra exp..i can understand..maybe you needed to upgrade all items that were purchased with xim to the new lvl too,that would have been best i think.
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Old 05-11-2011, 12:27 AM   #48
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Quote:
Make the buffs lost if the player ventures out of sight of the beacon
Great idea +1
Quote:
Our weapons do less and less damage on higher lvl players, but mages skills do the same damage regardless of level
Only vamp skills, mana burn and an area i think, the rest are blocked by armor.
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Old 05-11-2011, 11:00 AM   #49
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Warmaster skills should be changed, good suggestions above such as % resists and making it a fixed area effect. Or even tying the buffs area to the warmaster them self, making them a prime target at the cost of buffing their allies.

I also feel 'Warmasters' should be a much rarer sight, the whole idea seems built around an few elite long term vet players. Not every newbie with a fist full of xim and enough time to join the nightly noble slaughter.
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Old 05-11-2011, 11:13 AM   #50
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It could be good to make the WM spells different between classes so it adds variety so we don't assist to the current horde of WM clones.
It would also bring more purpose to some of the current left-over classes (hint: hunters)

Example, take away all the current beacons and teleports stuff and add for :

- Conjurer : +80% hp + 100% rezz (if dead people around) 10m area
- Warlock : Greater meteor (like evendim's) 10m Area damage + dizzy, 700 dmg
- Knight : +2000 hp 10m area buff (like the current def. beacon) or heavy +% resist damage aura (like suggested)
- Hunter : Teleports (like current ones but up to 15 people)
- Barb : +100% dmg (AND SPELL DAMAGE) 10m area buff
- Marks : Headshot spell (instant kill 1 player from 40 range - cast time 3 secs) [okay this may break PvPs tho but other ideas are welcome]
etc for other classes...
Each one having 10min cd.

Just to give an idea...
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