Go Back   Champions of Regnum > English > General discussion

General discussion Topics related to various aspects of Champions of Regnum

Reply
 
Thread Tools Display Modes
Old 09-15-2011, 09:49 AM   #61
HidraA
Banned
 
Join Date: Dec 2009
Posts: 843
HidraA is an unknown quantity at this point
Default

Quote:
Originally Posted by Caroline_Noir View Post
Ever seen a treehugging mage? I have.
When you stand up than freeze him. (Frozen Storm if you are confused)
Than run to the next tree and act like an elf ;P
Ofl it's alsius,tree land...and when you are under confuse/dizzy spells ....warlcok is very vulnerable...confuse ->cant recast barier,dizzy->complet disabled.....and armor of warlock is a very bad joke.....if you dont hug trees your are fuked in a few hits....or even when hunter cast SOTW....can't cast soul keeper or vampirism to drain some HP back...so forced by situation.....

Tree hug is a situation...but you need to take advantage of terrain....terrain is your armor instead of shity armor....
HidraA no ha iniciado sesión   Reply With Quote
Old 09-15-2011, 09:54 AM   #62
Caroline_Noir
Pledge
 
Join Date: Sep 2010
Posts: 17
Caroline_Noir is on a distinguished road
Default

Quote:
Originally Posted by HidraA View Post
Ofl it's alsius,tree land...and when you are under confuse/dizzy spells ....warlcok is very vulnerable...confuse ->cant recast barier,dizzy->complet disabled.....and armor of warlock is a very bad joke.....if you dont hug trees your are fuked in a few hits....or even when hunter cast SOTW....can't cast soul keeper or vampirism to drain some HP back...so forced by situation.....

Tree hug is a situation...but you need to take advantage of terrain....terrain is your armor instead of shity armor....
I didn't mean it as an insult. This is an aspect of the game and I treehug enough myself.
Caroline_Noir no ha iniciado sesión   Reply With Quote
Old 09-15-2011, 09:57 AM   #63
NSer
Banned
 
NSer's Avatar
 
Join Date: Aug 2010
Location: Russia XD
Posts: 592
NSer is on a distinguished road
Default

Quote:
Originally Posted by Caroline_Noir View Post
Ever seen a treehugging mage? I have.
When you stand up than freeze him. (Frozen Storm if you are confused)
Than run to the next tree and act like an elf ;P
Would like but 1 small problem.... i usually dead after ambush is over ... or have 10 HP but hunter csts SoTW and 1 hit koing me Lock can treehug only vs marx ... hunter can just go camo.
NSer no ha iniciado sesión   Reply With Quote
Old 09-15-2011, 10:05 AM   #64
HidraA
Banned
 
Join Date: Dec 2009
Posts: 843
HidraA is an unknown quantity at this point
Default

Any way a wile back i suggested how to revamp by categorys all spells...
And still i think working with categorys of spells will make much more easy this balance than only a few minor changes....


Someone suggested ..i think Balint to take a look in first place at all first hight impact spells and i think is right:

Step 1.)Rewanp all first responder spells
First spells that complete disable a player before any fight start.

-Meteor
-Birst of wind
-Wild domain
-Confuse
-Silence
-Kick
-Ambush
(sorry if forgot some)

I think he was right:Longer cast time gave a better advantage to any kind of class to have time to respond at a attack.Also lowering duratioon of effects will give chance to any player to fight back.Longer cold down will breack chains that keep forever dizzy/knoked/unable to buff/cast.

So a sample schematics:

2 seconds(just a random nr...can be longer/lower at suggestion)cast time ->4 up to 10 seconds time of effects (depends of CC and how hight is the impact) -> 30 seconds up to 60 seconds cold down will breack any kind of chain of CC that keep knoked/dizzy till a enemy die and give him the posibilty to fight back.

]Second step 2.)
Rewamp all number of first hight impact spell /class/subclass.

Some classes have too many CC that can keep you dizzy/knocked/unable to buff till you die and unable to have possibility to fight back.
By lowering number of them will avoid anykind of chains.
Exampletook just a random class,all class have some kind of chains)
-first responder for warlock Meteor just a random number effects :7 seconds cd 40 seconds
-second responder frozen storm effects 10 seconds and cd 60 seconds.

This chain is breacked because if he cast meteor 7 seconds effects and after frozen storm he will not be able to cast again meteor as usual after effect of frozen storm gone.

I know ..removing/swaping some kind of spells is a RADICAL but is a need to make road to a more dinamical game and fair.

From here i let ppl to think to next steps.Just think bit more logical than biased.

Sorry for posting this but i think it's better idea to rewamp in this way that Balint suggested that rushing direct to some spell a or class.

I think some users will not consider this again a complaint,i just think it's a different vision about way the game need to be balanced,and in my opinion it's better one.

Also there are a few factors that need to be taken in cosideration:
-Ranged/non ranged subclass;
-Damage that deals during CC;
-Speed/non-speed subclass;
-Resist at dmg/posibilty to buff(as energy barrier at mages)/resist at spells.
maybe more....

A real balance is damn complex think...not only give me that spell/remove that spell/nerf to x spell dmg/nerf x class...the true is nerfing a random attribut/spell will breack a chain but will create other exploit.....

Taking closer look to first hight impact spells(PvP situation,RvR situation need to be adapted after):

Dizzy spells:
-Hight impact vs mages(complete disable mages)
-Medium impact vs warriors and archers(here need to think some classe/subclasses need bufs to to deal dmg)

Knocks spells:
-Hight impact vs all subclasses(disable for chartain amount of time any kind of class)

Cannot attack/cast speels:
-Hight impact of all sublcasses

So balancing this spells by importance:
1.)Hight impact spelss:

a.)Dizzy spells by subclasses
-long time cast for warriors and archers,shorter effects by dmg made Example :beast atack 4 seconds dizzy effects and BoW 6 seconds effects,very long CD(60 seconds)
-medium time cast for mages(this is reduced by arcana),medium dizzy effects 7-8 seconds,medium CD 40 seconds.

b.) Knocks spells by subclass:
-Long time cast for all sublcasses and max 4-5 seconds effect
-CD by dmg dealed 30-35 seconds for archer/mage and 50 seconds for warrior(knight has 2 of them now)

c.)Cannot attack /cast spells by subclass:
Cannot attack:
-Medium cast time for archers/mages/knight and longer for barbarian(by dmg dealed)
Cannot cast:
Longer time cast time for warriors/archers and medium cast time for mages.Also longer cd for warriors/archers and medium CD for mages.

etc...


And as a general balance idea of CC:

Split all CC by importance -> Split all CC by Subclass effects(hight/medium/lower) ->Avoid circle of CC-s(CC 1(4seconds effects 40 seconds CD) CC2 (10 seconds effects 60 seconds CD) like this need to wait a certain amount of time to relauch chain of CC-s
__________________
HidraA no ha iniciado sesión   Reply With Quote
Old 09-15-2011, 10:11 AM   #65
Topogigio_BR
Baron
 
Topogigio_BR's Avatar
 
Join Date: Jun 2008
Location: Brazil
Posts: 622
Topogigio_BR is on a distinguished road
Default

Quote:
Originally Posted by HidraA View Post
Any way a wile back i suggested how to revamp by categorys all spells...
And still i think working with categorys of spells will make much more easy this balance than only a few minor changes....


Someone suggested ..i think Balint to take a look in first place at all first hight impact spells and i think is right:

Step 1.)Rewanp all first responder spells
First spells that complete disable a player before any fight start.

-Meteor
-Birst of wind
-Wild domain
-Confuse
-Silence
-Kick
-Ambush
(sorry if forgot some)

I think he was right:Longer cast time gave a better advantage to any kind of class to have time to respond at a attack.Also lowering duratioon of effects will give chance to any player to fight back.Longer cold down will breack chains that keep forever dizzy/knoked/unable to buff/cast.

So a sample schematics:

2 seconds(just a random nr...can be longer/lower at suggestion)cast time ->4 up to 10 seconds time of effects (depends of CC and how hight is the impact) -> 30 seconds up to 60 seconds cold down will breack any kind of chain of CC that keep knoked/dizzy till a enemy die and give him the posibilty to fight back.

]Second step 2.)
Rewamp all number of first hight impact spell /class/subclass.

Some classes have too many CC that can keep you dizzy/knocked/unable to buff till you die and unable to have possibility to fight back.
By lowering number of them will avoid anykind of chains.
Exampletook just a random class,all class have some kind of chains)
-first responder for warlock Meteor just a random number effects :7 seconds cd 40 seconds
-second responder frozen storm effects 10 seconds and cd 60 seconds.

This chain is breacked because if he cast meteor 7 seconds effects and after frozen storm he will not be able to cast again meteor as usual after effect of frozen storm gone.

I know ..removing/swaping some kind of spells is a RADICAL but is a need to make road to a more dinamical game and fair.

From here i let ppl to think to next steps.Just think bit more logical than biased.

Sorry for posting this but i think it's better idea to rewamp in this way that Balint suggested that rushing direct to some spell a or class.

I think some users will not consider this again a complaint,i just think it's a different vision about way the game need to be balanced,and in my opinion it's better one.

Also there are a few factors that need to be taken in cosideration:
-Ranged/non ranged subclass;
-Damage that deals during CC;
-Speed/non-speed subclass;
-Resist at dmg/posibilty to buff(as energy barrier at mages)/resist at spells.
maybe more....

A real balance is damn complex think...not only give me that spell/remove that spell/nerf to x spell dmg/nerf x class...the true is nerfing a random attribut/spell will breack a chain but will create other exploit.....

Taking closer look to first hight impact spells(PvP situation,RvR situation need to be adapted after):

Dizzy spells:
-Hight impact vs mages(complete disable mages)
-Medium impact vs warriors and archers(here need to think some classe/subclasses need bufs to to deal dmg)

Knocks spells:
-Hight impact vs all subclasses(disable for chartain amount of time any kind of class)

Cannot attack/cast speels:
-Hight impact of all sublcasses

So balancing this spells by importance:
1.)Hight impact spelss:

a.)Dizzy spells by subclasses
-long time cast for warriors and archers,shorter effects by dmg made Example :beast atack 4 seconds dizzy effects and BoW 6 seconds effects,very long CD(60 seconds)
-medium time cast for mages(this is reduced by arcana),medium dizzy effects 7-8 seconds,medium CD 40 seconds.

b.) Knocks spells by subclass:
-Long time cast for all sublcasses and max 4-5 seconds effect
-CD by dmg dealed 30-35 seconds for archer/mage and 50 seconds for warrior(knight has 2 of them now)

c.)Cannot attack /cast spells by subclass:
Cannot attack:
-Medium cast time for archers/mages/knight and longer for barbarian(by dmg dealed)
Cannot cast:
Longer time cast time for warriors/archers and medium cast time for mages.Also longer cd for warriors/archers and medium CD for mages.

etc...


And as a general balance idea of CC:

Split all CC by importance -> Split all CC by Subclass effects(hight/medium/lower) ->Avoid circle of CC-s(CC 1(4seconds effects 40 seconds CD) CC2 (10 seconds effects 60 seconds CD) like this need to wait a certain amount of time to relauch chain of CC-s
__________________
Completely agree. Just lowering knoks without changing speed, range and damage is more like an unbalancing then a real balance stage.

Also should consider that lowering CC's youput a great focus on damage. So classes with high damage get an advantage. Mages have ways to avoid warriors damage by slowering than, hunter has also this ability with ensnaring. As a matter of balance you should consider to improove slow spells, stunt spells and freezing spells, specially for ranged classes, as they are a way to keep distance without causing to much damage.
Topogigio_BR no ha iniciado sesión   Reply With Quote
Old 09-15-2011, 10:11 AM   #66
_Enio_
Marquis
 
_Enio_'s Avatar
 
Join Date: Aug 2007
Location: Germany
Posts: 1,843
_Enio_ will become famous soon enough
Default

On Confuse:

What really should be adressed is the duration of this spell, it allows combinations that lead to big frustrations on the receiving target, for some classes it is equal to a plain dizzy (pure support classes/configurations on Conj/Knight). Considering this it should be obvious someting is wrong with it, even when it can be dispelled and when its blocked by DI.

My suggestion:

  • Reduce casttime to 1 or even 0.5s casttime.
  • Apply 2 debuffs on successful cast as follows:
  • 1st: 1, 2, 3, 4, 5s dizzy effect which can cancel a cast.
  • 2nd: 7, 9, 11, 13, 15s old confuse effect.
Note 1st and 2nd come combined instantly so itd be actually 1s dizzy + 6s confuse on lvl1 up to 5s dizzy + 10s confuse on lvl 5.

I think this would adress the big frustration of the long shutoff while strengthen it on the first few seconds. 15s max on effect should be a fair number but thats up for discussion.

tl;dr:
New Confuse -> Short initial dizzy (which can cancel casts) + shortened confuse effect.
__________________
Fix the Marksman subclass: Suggestion
_Enio_ no ha iniciado sesión   Reply With Quote
Old 09-15-2011, 10:14 AM   #67
HidraA
Banned
 
Join Date: Dec 2009
Posts: 843
HidraA is an unknown quantity at this point
Default

Quote:
Originally Posted by HidraA View Post
Any way a wile back i suggested how to revamp by categorys all spells...
And still i think working with categorys of spells will make much more easy this balance than only a few minor changes....


Someone suggested ..i think Balint to take a look in first place at all first hight impact spells and i think is right:

Step 1.)Rewanp all first responder spells
First spells that complete disable a player before any fight start.

-Meteor
-Birst of wind
-Wild domain
-Confuse
-Silence
-Kick
-Ambush
(sorry if forgot some)

I think he was right:Longer cast time gave a better advantage to any kind of class to have time to respond at a attack.Also lowering duratioon of effects will give chance to any player to fight back.Longer cold down will breack chains that keep forever dizzy/knoked/unable to buff/cast.

So a sample schematics:

2 seconds(just a random nr...can be longer/lower at suggestion)cast time ->4 up to 10 seconds time of effects (depends of CC and how hight is the impact) -> 30 seconds up to 60 seconds cold down will breack any kind of chain of CC that keep knoked/dizzy till a enemy die and give him the posibilty to fight back.

]Second step 2.)
Rewamp all number of first hight impact spell /class/subclass.

Some classes have too many CC that can keep you dizzy/knocked/unable to buff till you die and unable to have possibility to fight back.
By lowering number of them will avoid anykind of chains.
Exampletook just a random class,all class have some kind of chains)
-first responder for warlock Meteor just a random number effects :7 seconds cd 40 seconds
-second responder frozen storm effects 10 seconds and cd 60 seconds.

This chain is breacked because if he cast meteor 7 seconds effects and after frozen storm he will not be able to cast again meteor as usual after effect of frozen storm gone.

I know ..removing/swaping some kind of spells is a RADICAL but is a need to make road to a more dinamical game and fair.

From here i let ppl to think to next steps.Just think bit more logical than biased.

Sorry for posting this but i think it's better idea to rewamp in this way that Balint suggested that rushing direct to some spell a or class.

I think some users will not consider this again a complaint,i just think it's a different vision about way the game need to be balanced,and in my opinion it's better one.

Also there are a few factors that need to be taken in cosideration:
-Ranged/non ranged subclass;
-Damage that deals during CC;
-Speed/non-speed subclass;
-Resist at dmg/posibilty to buff(as energy barrier at mages)/resist at spells.
maybe more....

A real balance is damn complex think...not only give me that spell/remove that spell/nerf to x spell dmg/nerf x class...the true is nerfing a random attribut/spell will breack a chain but will create other exploit.....

Taking closer look to first hight impact spells(PvP situation,RvR situation need to be adapted after):

Dizzy spells:
-Hight impact vs mages(complete disable mages)
-Medium impact vs warriors and archers(here need to think some classe/subclasses need bufs to to deal dmg)

Knocks spells:
-Hight impact vs all subclasses(disable for chartain amount of time any kind of class)

Cannot attack/cast speels:
-Hight impact of all sublcasses

So balancing this spells by importance:
1.)Hight impact spelss:

a.)Dizzy spells by subclasses
-long time cast for warriors and archers,shorter effects by dmg made Example :beast atack 4 seconds dizzy effects and BoW 6 seconds effects,very long CD(60 seconds)
-medium time cast for mages(this is reduced by arcana),medium dizzy effects 7-8 seconds,medium CD 40 seconds.

b.) Knocks spells by subclass:
-Long time cast for all sublcasses and max 4-5 seconds effect
-CD by dmg dealed 30-35 seconds for archer/mage and 50 seconds for warrior(knight has 2 of them now)

c.)Cannot attack /cast spells by subclass:
Cannot attack:
-Medium cast time for archers/mages/knight and longer for barbarian(by dmg dealed)
Cannot cast:
Longer time cast time for warriors/archers and medium cast time for mages.Also longer cd for warriors/archers and medium CD for mages.

etc...


And as a general balance idea of CC:

Split all CC by importance -> Split all CC by Subclass effects(hight/medium/lower) ->Avoid circle of CC-s(CC 1(4seconds effects 40 seconds CD) CC2 (10 seconds effects 60 seconds CD) like this need to wait a certain amount of time to relauch chain of CC-s
__________________
And to balance DMG ,see Narzoul's post,very uselfull for NGD as usual sorry for forgot to add... http://regnumonline.com.ar/forum/showthread.php?t=76545
HidraA no ha iniciado sesión   Reply With Quote
Old 09-15-2011, 10:16 AM   #68
HidraA
Banned
 
Join Date: Dec 2009
Posts: 843
HidraA is an unknown quantity at this point
Default

Quote:
Originally Posted by _Enio_ View Post
On Confuse:

What really should be adressed is the duration of this spell, it allows combinations that lead to big frustrations on the receiving target, for some classes it is equal to a plain dizzy (pure support classes/configurations on Conj/Knight). Considering this it should be obvious someting is wrong with it, even when it can be dispelled and when its blocked by DI.

My suggestion:

  • Reduce casttime to 1 or even 0.5s casttime.
  • Apply 2 debuffs on successful cast as follows:
  • 1st: 1, 2, 3, 4, 5s dizzy effect which can cancel a cast.
  • 2nd: 7, 9, 11, 13, 15s old confuse effect.
Note 1st and 2nd come combined instantly so itd be actually 1s dizzy + 6s confuse on lvl1 up to 5s dizzy + 10s confuse on lvl 5.

I think this would adress the big frustration of the long shutoff while strengthen it on the first few seconds. 15s max on effect should be a fair number but thats up for discussion.

tl;dr:
New Confuse -> Short initial dizzy (which can cancel casts) + shortened confuse effect.
Agree with this .
HidraA no ha iniciado sesión   Reply With Quote
Old 09-15-2011, 10:32 AM   #69
HunterRed
Pledge
 
Join Date: Jun 2011
Posts: 19
HunterRed is on a distinguished road
Default

Quote:
Archers / Hunters:

The skill "Confuse" will be Hunter-exclusive, switching places with "Sentinel" from the "Scouting" discipline.
The range of the skill "Heal Pet" will be enhanced to 15 mts.
LOL!

U people r crazy! Does anyone of u ever played a hunter?!
U removed confuse for marx but gave them much more usable spell?! This is your vision of balance?

And HEAL PET?! Heal a useless pet that dies in 2 seconds...so u helped us like that he can survive 3 sec`s...lol

I don`t want to mention knock spells...hunters don`t have it anyway...oh yea...there is useless ambush that u can`t cast on time...

I propose to all hunters - leave u`re hunter and make marx...let`s bully other classes like they`re bulling ours :P
HunterRed no ha iniciado sesión   Reply With Quote
Old 09-15-2011, 10:39 AM   #70
NSer
Banned
 
NSer's Avatar
 
Join Date: Aug 2010
Location: Russia XD
Posts: 592
NSer is on a distinguished road
Default

Quote:
Originally Posted by HunterRed View Post
LOL!

U people r crazy! Does anyone of u ever played a hunter?!
U removed confuse for marx but gave them much more usable spell?! This is your vision of balance?

And HEAL PET?! Heal a useless pet that dies in 2 seconds...so u helped us like that he can survive 3 sec`s...lol

I don`t want to mention knock spells...hunters don`t have it anyway...oh yea...there is useless ambush that u can`t cast on time...

I propose to all hunters - leave u`re hunter and make marx...let`s bully other classes like they`re bulling ours :P
Dude are u trolling or just stupid (yes lazy to google this macro)? Sentinel is only 7 damage on lvl5!
NSer no ha iniciado sesión   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 11:32 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
NGD Studios 2002-2024 © All rights reserved