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General discussion Topics related to various aspects of Champions of Regnum

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Old 07-20-2011, 06:09 PM   #41
HidraA
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....
Well in RvR situation maybe a PvP think can change ...think like this cast time is longer,maybe someone have time to spot him and kncok/dizzy so basicaly intrerupt cast.As it's is when barb try to cast area spell and many times he is knocked before cast.
But as i told cast time it's not a must.But ideea of first hight impact spell gave me a new vision about thinks and how to split class of CC-s.
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Old 07-20-2011, 09:04 PM   #42
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old bind system.
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Old 07-20-2011, 10:47 PM   #43
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old bind system.
I dont like the idea of less CC durations.

It takes more than 2 seconds to pop off some skills combined with global cooldown.

Action is not super dynamic in regnum. All things take time other than basic shots with a fast bow.
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Old 07-21-2011, 12:16 AM   #44
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Originally Posted by bois View Post
No doubt, all CC effect durations need to be shortened. That is a must.
I don't think anybody asked for that most CC's are balanced they just need to be adjusted and not nerfed the shit out of it.. I mean what is the point of a 2 seconds knockdown...? We must realize that not Every CC has too be nerfed!
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Old 07-21-2011, 12:17 AM   #45
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Originally Posted by DemonMonger View Post
I dont like the idea of less CC durations.

It takes more than 2 seconds to pop off some skills combined with global cooldown.

Action is not super dynamic in regnum. All things take time other than basic shots with a fast bow.
Indeed!

10chars
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Old 07-21-2011, 01:00 AM   #46
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Originally Posted by Torcida View Post
I mean what is the point of a 2 seconds knockdown...?
Who asked that kind of nerf?

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Originally Posted by DemonMonger View Post
I dont like the idea of less CC durations.

It takes more than 2 seconds to pop off some skills combined with global cooldown.

Action is not super dynamic in regnum. All things take time other than basic shots with a fast bow.
Please, can you stop reasonning with 1vs1 balance in mind in all your posts?
It's not the point of Regnum. Regnum means RvR.
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Old 07-21-2011, 01:04 AM   #47
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Quote:
Originally Posted by Torcida View Post
I don't think anybody asked for that most CC's are balanced they just need to be adjusted and not nerfed the shit out of it.. I mean what is the point of a 2 seconds knockdown...? We must realize that not Every CC has too be nerfed!
ehm...no
ok, 2 sec knock can only be useful if combined with some kind of damage, but most of actual CC are OP.
30 sec slow is A LOT. can be a pain in the ass for meele (my main char is a lock)
15 sec dizzy with 140/150% damage for BA is a winning button if the 50% chance lands.
15 sec area dizzy/stun is too much.
15 sec stun every 60 for distracting shot is too much.
35 sec confuse/40 sec darkness is too much.
11 sec dizzy from range 50 bow every 40 sec is too much.
6 sec freeze with 20 CD in WS is too much.
8 sec for every knock is too much (even 10 seconds area knock for rote...and BB don't skill it because they have EVEN BETTER powers!)

we need a more dynamic game, maybe with less casting time and GCD, but some instant spells like kick or precise block that ignores attacking cycles could make the game better.
please more powers like new UM and Ao1, less like brainless beast attack
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Old 07-21-2011, 01:29 AM   #48
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Now, since this thread seems to be officially derailed...

Quote:
Originally Posted by DemonMonger View Post
I dont like the idea of less CC durations.

It takes more than 2 seconds to pop off some skills combined with global cooldown.
It doesn't take a barbarian much longer to kill you though.

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Originally Posted by _Nel_ View Post
Who asked that kind of nerf?
I did. :P And as you can read in the now closed discussion thread, many others think that knocks should be 4 seconds at most.

And what's the point in a 2 seconds knock down? Of course, it needs to have 100% weapon damage or something like that then (a 3/4 seconds feint, but a 2 seconds kick with 100% weapon damage sounds nice), but it's for sure fun and brings up many tactics and doesn't destroy them. What is there to destroy anyway? How much skill is needed to cast knock downs whenever possible?
We need spells that aren't always useful. A spell that's always useful just dumbs down gameplay, you don't need to think if you should cast it or shouldn't. Right now we've got tons of spells in Regnum that are designed in a way allowing you to set up a priority, which spell you should cast first, the next, etc., even before any fight has started, that's just bullshit.

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Originally Posted by Latan View Post
we need a more dynamic game, maybe with less casting time and GCD, but some instant spells like kick or precise block that ignores attacking cycles could make the game better.
please more powers like new UM and Ao1, less like brainless beast attack
That's it.
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Last edited by Seher; 07-21-2011 at 01:40 AM.
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Old 07-21-2011, 02:08 AM   #49
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Quote:
Originally Posted by _Nel_ View Post
Who asked that kind of nerf?



Please, can you stop reasonning with 1vs1 balance in mind in all your posts?
It's not the point of Regnum. Regnum means RvR.
I never said 1vs1.

You are the only one saying this not me...

For example, in war if you knock someone for a short duration, it does not give your allies time to even target them. Dispel would also become less useful. It would ruin many aspects that people enjoy man.
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Old 07-21-2011, 02:57 AM   #50
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Quote:
Originally Posted by Torcida View Post
I don't think anybody asked for that most CC's are balanced they just need to be adjusted and not nerfed the shit out of it.. I mean what is the point of a 2 seconds knockdown...? We must realize that not Every CC has too be nerfed!
The game was sped up. Resistances/ block/evade chance changed. This made the durations of CC now too long. It must be adjusted to suit the new environment.

I also mentioned 2 second knock. I sometimes don't like to use numbers (as examples) because it is a distraction from the principle. I used the example to show a principle. That principle was static knock duration with another component that scales. I am not suggesting this mechanism for all CC spells. Indeed some can still scale in duration. I am not suggesting a time either. The idea is to make all spells useful on all levels, try to eliminate chance % where possible and not make CC the defining and overwhelming component of any battle.

Right now CC is the overwhelming factor in many battles. Feel free to disagree. Should it be that way? Or should it be an equal partner component along with debuffs / buffs and normal damage ?
Should your base traits matter? Should your weapon choice? Armour? Skill set?
Like Seher said, should battles be scripted beforehand with the first salvo determining the whole fight, except for a dreaded interrupt like a resist/evade or block? He who casts first wins? Or, at every spell point, each player has to make a decision or is able to do so.
Not too many are going to like that, especially when they honed their spell sequences to fine quality.
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