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Old 02-14-2011, 08:27 PM   #61
Mashu
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A 2nd subclass for each class

Code:
              C1
            /
         B
       /     \ C2
A ---         
       \     / E1
         D
             \ 
               E2
with additional unique skills for each class and raised maximal level would really improve uniqueness of each player imho.

Just few more skills that can be obtained only by given sub-sub-class specialization, that's what I am looking forward to. So for example there could be two types of conjurers, two types of marksman etc... each getting a few more unique skills for give sub-sub-class specialization. I wish this update to be like that.

+ Some new content on the map like forts and extended map.

Dream on...
But finally after months of not playing this game I am checking website again to see how this rolls out.
Please don't disappoint me NGD, there are other games waiting...
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Old 02-14-2011, 08:31 PM   #62
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Holly cow they implemented a part from on of my old idea about armors in very old thread opened by Knek...

I will quote myself from that thread...
Quote:
3-th kind of armor.100k-200k rps.(general or realm)

Condition player must have first and second kind of armor and lvl 50 ofc.
Armors kind:defensive if player get moust of rps from his forts and ofensive if player take moust of rps from enemy forts(war zone).
-Defensive armor:elemenatal-very good,phisical-very good and bonus /piece 2-3% armor.
-Ofensive armor :elemental good,phisical-good.and bonus /piece 2-3%% strght(dex for archers,int for mages).
Visual style diferent like second and bonus aura with 5% atack dmg passive helmet(area 3-5)....
OFC they made better ....but look awesome ....

Original post ...http://regnumonline.com.ar/forum/sho...t=62866&page=2

Original ideea was for to take armors from rps but look they developed idea and made a nice update
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Old 02-14-2011, 08:43 PM   #63
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Quote:
Originally Posted by Kyrottimus View Post
Sometimes I wonder [...] the core gameplay.
As said before, content creators do not fix bugs

Also, please wait for what the expansion enhances, maybe the core gameplay is affected by it too.
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Old 02-14-2011, 10:05 PM   #64
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now for sure its a new subclas meh wants barbarians to have UM+AOO +another knock
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Old 02-14-2011, 11:00 PM   #65
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Quote:
Originally Posted by DkySven View Post
As said before, content creators do not fix bugs

Also, please wait for what the expansion enhances, maybe the core gameplay is affected by it too.
Yay!
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Old 02-14-2011, 11:14 PM   #66
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I dont think that it is going to allow merging of two classes although that would be awesome.

how op would a marks be if they had barb warcry tree
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Old 02-15-2011, 09:10 AM   #67
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Quote:
Originally Posted by TheMessenger View Post
I dont think that it is going to allow merging of two classes although that would be awesome.

how op would a marks be if they had barb warcry tree
how about a barb with 35+ range?
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Old 02-15-2011, 02:12 PM   #68
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New level cap, level 60.

http://blog.regnumonlinegame.com/201...%80%93-part-1/
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Old 02-15-2011, 02:15 PM   #69
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Quote:
Originally Posted by Miraculix View Post

I wonder if someone *cough* Syrtis *cough* would suddenly have a shitload of level sixties...
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Old 02-15-2011, 02:15 PM   #70
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Quote:
Originally Posted by Miraculix View Post
I... euh... am dissapointed greatly. If nothing has been done about the xp curve or how we're supposed to grind, I'm even more dissapointed.

Who cares anyway? The grindfest continues...

EDIT: Just noticed the text underneath. (me and reading...)
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