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Old 09-02-2010, 06:53 PM   #61
Mashu
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Anyway test yourself, barbarian should be able to use skills during the fight without being mana slave.

Now go on Amun and test it, just only essential spells that You need to cast to reach Your target and you're out of mana for anything like SC, Kick, Feint or whatever. Good luck.
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Old 09-02-2010, 06:57 PM   #62
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Quote:
Originally Posted by Mashu View Post
Anyway test yourself, barbarian should be able to use skills during the fight without being mana slave.

Now go on Amun and test it, just only essential spells that You need to cast to reach Your target and you're out of mana for anything like SC, Kick, Feint or whatever. Good luck.
Mana is another theme, you were talking about how useless um was in your whole post and that everybody would use tactic max now, i answered, and now youre point is that barbarians have not enough mana?
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Old 09-02-2010, 07:04 PM   #63
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Originally Posted by doppelapfel View Post
Mana is another theme, you were talking about how useless um was in your whole post and that everybody would use tactic max now, i answered, and now youre point is that barbarians have not enough mana?
No doppelapfel, if You would read what You cited, then You would see that I stated many times, that the mana cost is too high, but thats not only for this spell imho.
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Old 09-02-2010, 07:17 PM   #64
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Originally Posted by Mashu View Post
No doppelapfel, if You would read what You cited, then You would see that I stated many times, that the mana cost is too high, but thats not only for this spell imho.
So you think decreasing um's mana problem would solve problems and that its duration is too short? Thats how i understood your post.
Imo UM is fine now, mana costs are good compared to other barbspells and the duration/cd is now much better than before. That mana in general is a problem for all archers and warriors is not the point here and must be fixed in another way than just decreasing um's costs.
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Old 09-02-2010, 07:24 PM   #65
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So, finaly i found my way here in this forum (i am from an German Server)
Btw: thanks gawyn for posting that video :P

So, I realy enjoy the stages, I think it is realy great how you guys are working on it.

I know there are still annoying bugs. But the thing what ALL german players hates is the knocking effect.
On the german servers, close everyone is using the spells at skill level 3 or 4. Sry for my articulation but the guys are realy pissed off because of the 6 or 7 seconds doing nothing.
And now with the update without resisting/blocking/evading you would die too fast (at least at the german servers). So i would realy enjoy if you guys could change the duration of the knocking spells (exception for area effects):

Level 1: 1 or 2 seconds
Level 2: 2 or 3 seconds
Level 3: 3 or 4 seconds
Level 4: 4 or 5 seconds
Level 5: 5 or 6 seconds

I think the mana cost is ok



another thing (maybe for solving a armour-calculation problem) is that you could give the classes other armour points. I mean that every single class has other equipment points:
example:
Knight: 400 for each equipment
Barb: 300 for each equipment
Marksman: 250 - " -
Hunter: 200 - " -
Mages: 150 - " -

Maybe you should cut the dmg of the knights a little bit, if you do that.




My main char is knight
you cut the knight AO1 so i think he should get another spell , lets say..., level 1-5: 10% until 50% resistation against everything (except DOT-effects) but -10% until -50% damage. Duration: 15 (like AO1) CD 70 seconds (so you can't always make AO1 and then the other spell) mana: 300-400
I know it maybe sound egoism but i think, knight is at the front, for saving maybe barbs or other friends (supporting with spells) or fighting enemys. And anyhow he should defend hisshelf (i don't mean he should flee) he needs two spells like AO1 for protecting his friends, i know that you will change defensive stance a bit but this wouldn't be enough because knights are the front fighters not like Conj so they would need that spell too for supporting because of the 6m range (thats my opinion)

So this would be everything at the moment^^

Doggy
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Old 09-02-2010, 07:29 PM   #66
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Originally Posted by Pimousse View Post
What about allow conjurer to cast sanctuary under confuse ?
In rvr, di will stay usefull, since sanctuary remove all aura so conju have still to di eachothers.
And in small group with 1 conjurer, its maybe a start for solve this problem ?
Sanctuary remove any positive spells and sanct is only 11 sec ...confuse woowowo for lower mana cost...anyway this spell will remain like this...chilko told a few weeks a go in one post they will not nerf confuse because they think is very interesting spell....
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Old 09-02-2010, 08:25 PM   #67
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Quote:
Originally Posted by doppelapfel View Post
So you think decreasing um's mana problem would solve problems and that its duration is too short? Thats how i understood your post.
Imo UM is fine now, mana costs are good compared to other barbspells and the duration/cd is now much better than before. That mana in general is a problem for all archers and warriors is not the point here and must be fixed in another way than just decreasing um's costs.
He says that mana is a problem AND UM is virtually useless.
you hit 3 hits with fulminating and TFB 4?
Berserk:240
TFB:200
Fulminating: 240
Spring: 150
UM:300
That alone results in 170 mana left for my barbarian without using any defense, any skill different than a buff, etc.

I cast UM and in 10sec I can't do anything special, a low profile from an archer and later I'm as vulnerable as without skilling UM but with 300 mana less.
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Old 09-02-2010, 08:26 PM   #68
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Quote:
Originally Posted by Doggy-San View Post
So, finaly i found my way here in this forum (i am from an German Server)
Btw: thanks gawyn for posting that video :P

So, I realy enjoy the stages, I think it is realy great how you guys are working on it.

I know there are still annoying bugs. But the thing what ALL german players hates is the knocking effect.
On the german servers, close everyone is using the spells at skill level 3 or 4. Sry for my articulation but the guys are realy pissed off because of the 6 or 7 seconds doing nothing.
And now with the update without resisting/blocking/evading you would die too fast (at least at the german servers). So i would realy enjoy if you guys could change the duration of the knocking spells (exception for area effects):

Level 1: 1 or 2 seconds
Level 2: 2 or 3 seconds
Level 3: 3 or 4 seconds
Level 4: 4 or 5 seconds
Level 5: 5 or 6 seconds

I think the mana cost is ok
I agree that knocks are too strong but i would prefer:
No stacking
Higher mana cost (kick and ambush fe are insane cheap)
longer CD (cous knock is far the best effect)

I know that warriors have to depend much on them to stay in range for attacking, maybe balestra and ribs breaker either piggybacking or give them weapon dmg back (maybe 20/40/60/80/100 from lvl 1-5?) so barbs could use them without losing a lot dmg.

Quote:
another thing (maybe for solving a armour-calculation problem) is that you could give the classes other armour points. I mean that every single class has other equipment points:
example:
Knight: 400 for each equipment
Barb: 300 for each equipment
Marksman: 250 - " -
Hunter: 200 - " -
Mages: 150 - " -

Maybe you should cut the dmg of the knights a little bit, if you do that.
They did sth like that, read chillkos posts.


Quote:
My main char is knight
you cut the knight AO1 so i think he should get another spell , lets say..., level 1-5: 10% until 50% resistation against everything (except DOT-effects) but -10% until -50% damage. Duration: 15 (like AO1) CD 70 seconds (so you can't always make AO1 and then the other spell) mana: 300-400
I know it maybe sound egoism but i think, knight is at the front, for saving maybe barbs or other friends (supporting with spells) or fighting enemys. And anyhow he should defend hisshelf (i don't mean he should flee) he needs two spells like AO1 for protecting his friends, i know that you will change defensive stance a bit but this wouldn't be enough because knights are the front fighters not like Conj so they would need that spell too for supporting because of the 6m range (thats my opinion)

So this would be everything at the moment^^

Doggy
A second ao1 with longer cd and -dmg? Hm no. With the new defensive Stance knights have a great ability to tank (it doesnt even cost mana!), the only ones doing real dmg on them are barbs and this is fine in my eyes, making them more important. If knights get another tankspell it should be sth new, not the same as ao1 again.
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Old 09-02-2010, 08:44 PM   #69
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Quote:
Originally Posted by Kaixo View Post
He says that mana is a problem AND UM is virtually useless.
you hit 3 hits with fulminating and TFB 4?
Berserk:240
TFB:200
Fulminating: 240
Spring: 150
UM:300
That alone results in 170 mana left for my barbarian without using any defense, any skill different than a buff, etc.

I cast UM and in 10sec I can't do anything special, a low profile from an archer and later I'm as vulnerable as without skilling UM but with 300 mana less.
He said that UM's mana is a problem, as i got it he was not talking about mana in general which is a problem which will not be solved by just lowering ums mana. Lets say um would have only 50 mana at 5, you would still have to less mana, so this change wouldnt help much, we need a change in the system (faster regeneration).
10 seconds can be a very long time for the enemy if he cant stop you in anyother way than slowing down (can be countered by di, onsl and spring). Again: UM is for reaching the enemy, not for being immune to ccs for a very long time.
About LP: Well, be happy if the marks loses ra, acrobatic, maneuver or whatever he was using. With spring you can easy stay right near him and kick him down or whatever when lp is off.
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Old 09-02-2010, 09:11 PM   #70
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Hi, I am also from the German server, such as Doggy, I will write here mostly something to the hunter. The dmg of the hunter has pretty much already in advance. With good tactics, etc. .. He was well playable. But what precisely is to Amun goes like this at all. The damage has now been reduced again, you need to killn forever to blue mobs. What also did not go as I think the pets disappear by camouflage. What are you doing?? You need to killn yes then try from the Tarn is no longer barbarians that do not be so. Furthermore, the speed .... I need 10 skill points is then passive and agility to get to 15% overall speed, so worth not at all. The barbarians meanwhile, run through the area .... and get all hunters a loose. This is out my thoughts about the upcoming update. I will play my hunter then probably no more and I think because there are still some others who then do that any more

Camma
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