07-21-2011, 05:20 PM | #61 | |||
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> http://www.regnumonline.com.ar/forum...ad.php?t=79215 Quote:
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@ Seher I've read you talked about 4 sec. But anyway, I don't care if level 1 spells are 2 sec, it's still enough to break an enemy combo, to give enough time to your allies to run away or to catch a runner. And if it's not, I'll make a choice and will get rid of some CC spells to improve few ones. PS: Sorry for derailing this thread. :/ I didn't want to post in it since Seher made the complete resume > http://www.regnumonline.com.ar/forum....php?p=1377741 And Bois made the concise one focused on NGD suggestions. > http://www.regnumonline.com.ar/forum....php?p=1377825 I think both give a good picture of what think Regnum community.
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07-21-2011, 05:37 PM | #62 | |
Count
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Location: Trinidad and Tobago
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I don't see the problem. PvP might actually improve. Of course 'improve' might mean more risk for you, something you may be uncomfortable with. |
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07-21-2011, 07:13 PM | #63 |
Baron
Join Date: Jun 2008
Location: Brazil
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I just think the more dps you have the less CC's you should have.
So defensive subclasses like hunters, conjus and knights should rely more on CC's than marks, barbs and warlocks. Specially knock downs. Maybe NGD could make something like Insighfull spells for defensive classes to boos CCs for this classes. |
07-21-2011, 07:19 PM | #64 |
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Join Date: Jun 2010
Posts: 130
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CCs (and AE-CCs) are as important in RvR as in PvP
Here the reason: http://www.regnumonline.com.ar/forum...&postcount=101 This: http://www.regnumonline.com.ar/forum...8&postcount=15 "Knocks duration (all knocks, not only warrior) would be: 5: 6 seconds : 2 hits very slow weapon , 3 hits medium weapon 4: 5 seconds : 2 hits slow weapon , 3 hits fast weapon 3: 4 seconds : 2 hits medium weapon 2: 3,5 seconds: 2 hits fast weapon 1: 3 seconds : 1 hit everyone Now, it´s: 8,7,6,5,4 It would be a nerf" was my suggestion to reduce the time someone is knocked. Other CCs may receive similar nerfs, but don´t use the sledgehammer. And keep in mind that you really NEED knocks in fort battles. (because of: http://www.regnumonline.com.ar/forum...&postcount=160)
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07-21-2011, 07:35 PM | #65 |
Count
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Location: Bavaria
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"That´s why it isn´t a bad thing at all if someone can kill multiple enemies, if everything is done perfectly."
Of course. But do CCs really help there? Currently you can die due to CCs without having made any mistake at all. There are situations in which you can't do a thing, and that shouldn't happen. CCs in general aren't bad, just those that leave you without options are. Knock downs. That's why knock downs should never have a significant duration. Other stuff that doesn't touch your ability to cast spells meaning you can still fight back (you can argue here about how much stuns and slows take the ability to fight back from warriors) may last longer, and there should even be more ways to get rid of certain effects on yourself (something of a weaker dispel), etc, but all that doesn't matter when you can't cast. 4 second for knocks without, and 2 seconds for knocks with 100% weapon damage, that's the way I'd go. 2/4 seconds duration on every level then, though. (Just as you said, even 2 seconds are enough to make a significant difference, and once the spell has 100% weapon damage additionally it's always better than a normal hit)
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07-21-2011, 08:09 PM | #66 | ||
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and this: http://www.regnumonline.com.ar/forum...26&postcount=3 But currently there is effectively no option to hinder the defender to click the gate to go in again besides knock downs. There are mostly asymmetric battles. This is the "Ebb and Flow"-principle with strong momentums for both sides. Better win 1 out of 5 battles outnumbered and lose 4 of them in a dramatic fashion, than losing all of them everytime, because you can´t create strong "tides" as you can now because of strong CCs. I keep my suggestion (3; 3,5 ; 4 ; 5 ; 6)
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If you want to change something, everybody will complain. So do nothing? Wrong! That´s the only case they will complain even more |
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07-21-2011, 08:31 PM | #67 | |||
Count
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Running is lame :P (Couldn't resist) Quote:
Any longer CC can drive gameplay a bit more to pre-determined fights, and I fear that 6 seconds knock down are still not enough to compensate for the increase of speed and mobility in Regnum. Quote:
Entering and exiting doors needs a cast time then, for sure. I mean, this infinite popping in, popping out, etc, is just annoying bullshit anyway. A nice cast time (1-3 seconds, don't know, what's the best there is something just experience can show) you can interrupt wouldn't hurt anyone and stop it.
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07-21-2011, 09:10 PM | #68 | |||
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short CCs (including areas) will not create strong momentums, so larger armies willl eventually win. And this would be a death sentence for a game, whose parties can´t be balanced for numerical strength. Quote:
Another one is that it is possible to alienate customers. A door cast time would be a good thing by the way. I think 6 seconds are enough. Or more situational Anti-CC spells (see Links)... This would reward skillfull playing.
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07-21-2011, 09:18 PM | #69 |
Banned
Join Date: Mar 2011
Posts: 342
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20 seconds >.< most people have their knockdowns on 6-8 seconds
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07-21-2011, 09:20 PM | #70 | |
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