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Old 07-16-2011, 02:45 PM   #61
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This update is really good Thanks for these changes.

I can't wait now. Do it as soon as possible

But i think, hunters should be a bit better than now.

Love ya NGD <3
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Old 07-16-2011, 03:10 PM   #62
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Si quitan emboscada, que la quiten a todos por igual, me refiero a fintas y otros poderes de aturdimiento en todas las clases generales. Eso es lo que frustra el juego. Esa es mi humilde opinión. Quien da primero un alto porcentaje gana. Eliminen todas las skills de incapacidad y no habrá más frustraciones
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Old 07-16-2011, 05:44 PM   #63
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When fixing CCs, please finally repair / make usefull Protection Dome spell.
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Old 07-16-2011, 05:51 PM   #64
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Nerf nerf nerf as always... sigh
I see many ppl complaining about freeze and strategic position how OP it is and such, well I dont think so. I dont see any problems with them, BUT if NGD wanna do something about em, Id rather see something alike:

I dont see any changes about confuse announced (yet), SO hunters should stop whining! They still have camo and confuse.
So much about strategic position

About freeze:

Instead of nerfing it, Id add something to "counter" it, a new spell, ok two, but the effect would be the same (2 coz of the classes )

Called for archers/warriors "Heat", which will be placed either into the Evasion tree instead of Cat reflexes, or into Tricks tree instead of Finesse/Sticky Touch.

Itd be either a Freeze passive skill (lv1 14%, lv2 28%, lv3 42%, lv4 56% and lv5 70% immunity against freeze), or itd be a spell against freeze (after cast itd grant ya a %( i.e 70%) immunity against freeze for a few secs ( 6-8 sec max, CD 60 sec or something)
Note: 70% might be too much, was just my first thought .

So now for mages. Id add "Meltdown" to Enchantments tree instead of Blindness wich is IMHO a completely useless spell. Would work just as I already described above ^^

And for warriors Id add the "Heat" spell to the Tactics tree instead of the Back slam skill.

OT.

Quote:
Feint: moved to the “vanguard” -knight only- discipline to replace “intimidate”
Intimidate: moved to the “Tactics” discipline instead of “Kick”
Kick: Moved to the 1st place of the discipline in place of feint
Giving barbs only one knock might be a good start but leaving knights without any speed buff or slowing spell not so much promising imho
Not to mention that barbs are already the fastest class atm so why giving em a slow spell as well?

As many already said it the main problem is the duration of knock spells not the effect itself. I liked Annavilya's suggestion the best tho: removing knock effect after a certain dmg received .

Quote:
Ambush: The range of this spell will be reduced to melee range. This will allow archers to have a CC suited for melee classes (so to gain range for a brief period of time) but not against other ranged classes.
Stunning Fist: the effect “Cannot attack” will be replaced either by “Stun” or “cannot cast” (please let us know what you think)
Dont like these changes at all, lowering knocks duration would be enough imo for ambush and I dont see any sense for the Stunning Fist change, it is just as good as it is now. Archers need to "cannot attack" rushing barbs, knight whatever, dont change it pls

Quote:
Will Domain: this skill is going to be replaced by "Mummify".
Mummify: transforms the objective into a mummy showering its movements. Reduces movement speed and attack speed.
Again, no change is needed here IMO, maybe raise its casting time and cd but no more, effect is ok.

Quote:
Burst of Wind: damage will be removed.
Mana regen: slightly reduced during combat (we’ll add feedback on GUI while “in combat” status)
Sounds quite fair about the dizzy spell but I dont wanna go back in time to that when marks were asking for mana every 20 sec, already being said by someone as well, only can confirm that, THO it should be tested first.

All in all its really good to see NGD's back at work, keep on communicating with us and RO might be a better game again!

Oh yeah!!! OLD SAVES BACK TOO PLS!!
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Old 07-16-2011, 05:51 PM   #65
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Quote:
Originally Posted by HuntShot View Post
Jup +1

Only problem is, ambush if you guys are going to reduce range to melee then reduce the cast speed to please to compensate the lose.. 1,5sec melee near a barb? Equals dead.
The new ambush should be instant cast, of course.

Best regards!
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Old 07-16-2011, 05:54 PM   #66
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Glad to see balance is on the table. Previous posts have pretty much covered what I wish to say, so I shall summarise my views.

While I like the idea of removing a knock from barbarians, the combination of spring plus intimidate will simply be counter productive to balance. Granted that the amount of knock spells available to a barb is a problem however, as mentioned by many others the bigger problem is the duration of these knocks. I personally think that 3 or 4 seconds is more than enough time for the duration of any knock spell. A knock should not be the deciding factor of the outcome of a battle, but rather allow for a small tactical advantage when used and timed well.

Ambush at melee range is also not the greatest idea, it will affect hunters in a pretty bad way, but simply reducing the duration of ambush (and all other knocks) and perhaps bringing the range down a bit would be a solution good enough.

Stunning fist should not have a "stun" effect, personally I think that it's current method as a cannot attack is fine, the main concern is the other CC's it is used in chains with. Increase the cool down of winter stroke, decrease the duration of distracting shot, thus allowing more tactics to be used rather than mindless CC cycling.

As for will domain, again, reduce duration and leave it as it is, last thing mages need is another slow spell.

I like the direction of the flow of thoughts towards balance, CC's are definitely a problem, I just hope you will actually take the community requests on board and give it a good trial run on Amun, then adjust and then repeat before taking it live.
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Old 07-16-2011, 06:24 PM   #67
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is fun to see other clases trying to help hunters .. lol!! So bad we are now!!
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Old 07-16-2011, 06:59 PM   #68
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Looking at he progression of the thread, We should remember that this is an initial discussion of round 1 of a balance update. I can understand people getting carried away as we have so few balance updates, but I am sure more of the CC spells will be addressed in further rounds.

Looking back at Intimidate, I can understand the doubt about making that a shared spell. There is only one other spell they can move. This would be ' Challenge' This was mentioned earlier.
The question is, if that spell is moved instead, would it have to take a range nerf now? Should a barb have any long range spell whatsoever?

Personally, I wish they could throw out (retire) Rigorous Preparation (Preparation H) and insert feint in the tree. Put feint at 1, leave intimidate, put challenge in the slot left by Rigorous preparation and invent an all new spell in the tactics tree. A good example would be an attack speed reduction type spell. Call it 'Tendon Strike' or something.
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Old 07-16-2011, 07:05 PM   #69
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Conjurer has to be buffed 32 30.77%
Conjurer is balanced 58 55.77%
Conjurer has to be nerfed 7 6.73%

Total votes 97 ; A total of 90 voters (87%) DOESN'T think conjurer should be nerfed at all and some of then think a conjurer should be buffed!, Removing will domain clearly is a Nerf

Warlock has to be buffed 30 28.85%
Warlock is balanced 50 48.08%
Warlock has to be nerfed 18 17.31%

Total Votes= 98 ; A total of 80 voters (77%) Doesnt think a warlock should be nerfed at all and some of them even think they should be buffed, Removing will domain clearly is a Nerf



So NGD arround 80 % of your players ( 4 out of 5 people) Don't think the Mage class should be nerfed, The choice is up too you Listen to the community now OR you can choose to remove will domain and replace it for another useless spell and you will find yourself 6 months from now at the next balance update and you will say ; We are Giving the Mages will domain back because it seemed they REALLY needed a knock spell after all!


Please NGD, Hands off of will domain!


(http://www.regnumonline.com.ar/forum...ad.php?t=78449 Link to the poll)
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Old 07-16-2011, 07:08 PM   #70
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Well, here is my 2 cents too.

I agree with most that have been said here. Better ideas is from DaAr and Anna.
Quote:
Originally Posted by PT_DaAr_PT View Post
If every CC duration was lowered in that way, a single CC wouldn't cause a huge decline in a player's survival chance.

CC duration of 4 - 5 - 6 - 7 - 8 seconds changed to 2 - 3 - 4 - 5 - 6 seconds per level
CC duration of 7 - 9 - 11 - 13 - 15 seconds changed to 3 - 5 - 7 - 9 - 11 seconds per level

Generally, I believe this is needed.
Reducing duration of CC is the best solution. As already stated a lot of times, CC should give a tactical advantage, but shouldn't mark your grave. Reducing duration will suit that idea in the best way.

Quote:
Originally Posted by Zas_ View Post
What about keeping everything as today but:
- give feint to knights only
- reduce duration (and perhaps CD) of all CCs
- add a chance to break CC when a number of damages is received
- drop damage on Burst of Wind
- reduce Confuse duration
I will add :
- don't touch Will Domain, it will have a perfect balance with reduction of CC duration.
- Stunning Fist is fine as it is too, it gives a good way to get away from warriors (especially barbs), and it will get nerfed a little bit with DaAr idea.
- Ambush range 15 is enough, it doesn't need to be a melee range spell, that will be a too huge nerf.
- Mummify, we don't need another slow spell, especially if speed reduction is not capped as speed increase.
- and again, reduce Confuse duration, it is wanted by everyone for ages, especially by conjurers. You should do it in this 1st stage, we need more conjurers in game. Don't trust your statistics, most of them only log in for boss killing, never for wars.
- and again, give us our old altars. I'm sick of waiting for hours until a single enemy try to show up when we hold an enemy fort. This game needs a better flow of enemies to keep it dynamic as it was before.

I'm sure I forgot some of other very good suggestions.
Most of players who have posted in this topic, know very well what it's good to improve gameplay. Listen to them.

I hope I won't be too much naive to trust you this time.

Here is the current state of Horus, we need to get back our fun game.

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