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 05-21-2009, 11:33 PM   #81
DemonMonger
Marquis
 
DemonMonger's Avatar
 
Join Date: Mar 2007
Location: Edge of the Abyss
Posts: 2,066
DemonMonger is on a distinguished road
Default

Quote:
Originally Posted by Kailer View Post
Hi Community,

The new changelog for version 1.0.6 is now available. Also, Amun server is open for those who want to test the changes.
------------------------------------------------------------
Version: 1.0.6 (Date: 2009/5/16)

Description:

Gameplay:
- ERROR! **0% Necro from Drowing Deaths **
- Updated: Optimizations in character data storage.
- Updated: New training graphic interface. Discipline and spell points can be added or removed and the whole changes apply only when the Accept button is pressed.
** GREAT ADDITIONS SAVES TIME!!**

- Modified: Low level spells no longer cancel the same spell if it's of a higher level.
** Errors!, SOME SPELLS CANCEL!(tested 5-21-2009) ***
Problems found!!!
1) Two or more players casting THE SAME damage over time spells (lightning, iceblast, needle wall, tear apart , break apart, more..) these type of spells still cancel each other if cast at the same time.

- Modified: Spells now don't check orientation after casting, avoiding their cancellation.
** Errors!, SOME SPELLS CANCEL!(tested 5-21-2009) **
1) Two or more players casting THE SAME damage over time spells (lightning, iceblast, needle wall, tear apart, break apart, more..) these type of spells still cancel each other if cast at the same time. THE DAMAGE OF THE FIRST CAST SKILL STOPS.
2) Instant damage skills + effect work fine! (If all damage is done with one hit)
3) Effect alone without damage/area skill without damage work fine


- Modified: Pets can't be controlled while the owner character is dead.
- Modified: Basic movement speed has been raised 20%.
** interesting **

- Fixed: When a spell finishes it doesn't remove the modifier if other active spell uses that modifier.
** Beware of combo terror spells!!! you will never get up (same tactics as before but more lethal**
** WORKS LIKE A CHARM!!!**

- Fixed: After an invasion, the castle it's not automatically retaken if it already was before the invasion finished (not to lose castle upgrades.)
- Fixed: Pet speed desyncronization.
** YAY!!!! ** (oh wait I don't use pets)
- Fixed: Incorrect spell descriptions.
----------------------------------------------------------------
Spells:
- Mages
· Pricking Ivy: Casting time reduced to 1 sec.
· Will Domain: Casting time reduced to 1 sec.
· Mana Communion: Effect area reduced to 6 mts. (10 before.) Mana regeneration value reduced for each level.
** um.. mana communion was fine before... this will force us to play in tighter groups **
-----------------------------------
- Conjurer
· Tremor: Range reduced to 25 mts. Duration was reduced in every level (3 sec. per level.)
----------------------------------------
- Warlock
· Sadistic Guards: Moved to the fifth position of the discipline.
· Cremation: New spell (replaces “Corrupt Blood”.) Allows the dead enemies to be sent to their resurrection altar.
** This could be a nice skill if cast on dead conjurers, however what are the chances that a warlock will get in range to cast this on a dead player? He/she will need to avoid tremor, mod, and meteors... plus certain death. By the time you get to use this skill, you do not need it. Also, most conjurers do not revive anyhow, so this skill would be great if we all learned how to play as a team. The lack of communication / language barriers prevent that in most cases. (COOLDOWN/SUCCESS RATE MUST BE ADJUSTED)**

· Master of Doom: Effect area reduced to 10 mts. (15 before.) Duration reduced to 40 sec. in every level.
------------------------------------------------
- Archers
· Ambush: Casting time reduced to 1 sec.
- Hunter
· Enemy Surveillance: Casting time and mana consumption reduced in all levels. Tactical information is now received in every level.
** This skill is causing problems for everyone, for it scans max range instead of those closest first. Please program the skill to scan <closest enemy>. I know that many hunters will love for this skill to locate those that are further away <to warn of enemy backup>. We need the skill to be able to locate the enemies closest to us (we need two tracking skills or all hunters that camo will have a ticket to freedom).[WE THE LONGTIME PLAYERS WARNED OF THIS LONG AGO WHEN OTHERS SUGGESTED ONE TRACK SKILL- Looks at Dani-O]**
**Error - Skill cooldown is more than 20 seconds/ skill is out of sync **

· Camouflage Corpse: New spell (replaces “Track Realm Enemy”.) Allows to camouflage the corpse of an ally from the enemies sight. The corpse remains visible for allies.
** This skill makes hunters medical ninjas. This skill will only grant RPS if the person we hide is brought back to life by a conjurer, in most cases this is rare. If team work improves this skill may become valuable, but currently it has little use and too short duration to be valuable.(SUCCESS RATE/COOLDOWN MUST BE ADJUSTED <20 seconds - 30 seconds>) [Perhaps allow us to camo an ally thats living?]**

· Stalker Surroundings: Fixed. The casting of this spell is cancelled when an attack is received.
** I do not agree with this change. The spell was fine as it was. once you cast stalker surroundings you cannot move/run and escape while invisible. If the enemy knows you are there they can kill you with basic areas throughout the duration of the spell. This was one of our great defences for the group!! More defensive than hiding a useless corpse IMO.**

· Cure Pet: New spell (replaces “Calm creature”.) Allows the Hunter to heal its pet.
**This is a useful skill for those training, but is mainly good for healing a resting pet. The heal skill needs more range to be useful in war. Downside comes because the pet randomly moves away your skill at times, making you fail and you will waste mana***(COOLDOWN MUST BE ADJUSTED 20-30 seconds)
------------------------------------------------------
- Marksman
· Finger Crush: Fixed. Now it can be casted in creatures.
· Winter Stroke: Range reduced to 30 mts.
· Ethereal Arrow: Cooldown raised to 40 sec.
· Arcana Strike: Cooldown raised to 25 sec.
** marksmen have lost alot of power due to the cooldown increase **
-----------------------------------------------------
- Warriors
· Typhoon: Effect area reduced to 6 mts. Damage adjusted in every level. Knockdown effect added in every level.
· Thunder Strike: Effect area reduced to 6 mts.
· Balestra: Damage adjusted in every level.
· Ripost: Cooldown raised to 20 sec. Success chance modified in every level.
· Impale: Casting time reduced to 1,5 sec.
· Multiple Thrust: Mana consumption adjusted from level 2 to 5.
· Lightning Strike: Effect area reduced to 6 mts. Knockdown effect removed from every level.
** Lightning strike was good before this update, now that spells and effects stack, I can see why the knockdown was removed, 1 terror combined with all the warriors rushing with lightning strike would have the potential to keep all those effected on the ground forever (unless a mage with dispell/mass dispell was near to prevent it) **

· Martial Reflexes: Casting time reduced to 1,5 sec.
· Inhabilitar: Blocking penalization fixed. Now is percentual.
· Rib Breaker: Damage adjusted in every level.
** Rib Breaker was fine in the past **
-------------------------------------------------------------
- Knight
· Heroic Presence: Moved to the “Vanguard” discipline.
· Shield Wall: Effect area is now 90° behind the Knight. This spell's protection has been raised.
· Stars Shield: Moved to the “Shields” discipline. Effect area is now 90° behind the Knight. This spell's protection has been raised. Damage reduction is now correctly described.
· Deflecting Barrier: Moved to the last position of the discipline. Effect area of this spell is now of 90° behind the Knight. The function of this power has been replaced with ranged damage reduction.
· Precise Block: Now the blocking value raises proportionally according to the character's blocking statistics.
· Army of One: Fixed. Now the resistance takes into account damage type.
**This new addition will force people to form a Phalanx behind the knights to get benefits of the auras. You will need to move in a tight group with knights leading to be most effective... Interesting. Gameplay is pushed more towards team work and coordination**
-----------------------------------------------------
Premium:
- New: Duel banner.

Content:
- New: Regnum's Anniversary quest. NPCs: Alsius: Ursor, Ignis: Saniur, Syrtis: Mauro.
- New: Low level arenas in each realm initiation zone. Functionality to be added later.
** Low lvl arenas are not needed. People with low levels lack skill trees and skills to be effective in combat. It is like playing chess with half the pieces. More people will be complaining that they can't kill this and that. **

- Updated: Animation speeds optimized and synchronized regarding model and size.
- Fixed: Quests:
· Alsius - The Way to Montsognir
· Alsius - Four Forgotten Warriors
· Alsius - Reconnaissance Mission
· Ignis - Merchant Maneuvers
- Fixed: Armor bonus provided by items.
- Fixed: Item "Valor Medal" was balanced.
---------------------------------------------
Client:
- Updated: Confirmation interface enhanced. Now allows multiple confirmations (one for each type.)
- Fixed: Mounts without their animation.
- Fixed: Initial position of the Pet/Summon Control Panel.
**Nice**

This thread will remain only for discussion about the latest changes.

Regards,
-----------------------------------------------
Quote:
Originally Posted by DkySven View Post
Edit: Found two bugs.
1)When casting pet buffs like Bestial Wrath or Skin of the beats they are not showed anymore below the pet's health bar.
2)Also, Heal pet isn't showed in the log when casted.
Additions and comments in RED

Special note ** Dispell will need to be adjusted to cope with the massive threat of knockdown range area skills + stacking skills **

Errors in update in PURPLE
For the most part ... this is most interesting. I'm not totally in favor of all the changes, but some are long overdue.

Last edited by DemonMonger; 05-22-2009 at 09:33 AM. Reason: errors found (thanks Mario of Persia for assisting in tests)
DemonMonger no ha iniciado sesión   Reply With Quote
Old 05-21-2009, 11:48 PM   #82
monktbd
Initiate
 
monktbd's Avatar
 
Join Date: Nov 2007
Location: Horus - Alsius
Posts: 116
monktbd is on a distinguished road
Default

Quote:
Originally Posted by DemonMonger View Post
Special note ** Dispell will need to be adjusted to cope with the massive threat of knockdown range area skills + stacking skills **
I think that (mass) dispell will be seen more often in conjuror setups now with the MC nerf for conjus who drop MC in favor of enchantments and more points in energy borrow and ambitious sacrifice.
In addition wits might be used as well to help allies with their natural mana regeneration. I can't remember that spell has ever been cast on me (or cast by myself).
__________________
Maedhros - Conjurer
Maedhros Hunter - Hunter

Alsius|Horus
- F r o z e n F l a m e
monktbd no ha iniciado sesión   Reply With Quote
Old 05-22-2009, 12:18 AM   #83
tikinho
Initiate
 
tikinho's Avatar
 
Join Date: Aug 2007
Posts: 244
tikinho is on a distinguished road
Default

Whinter Stroke
tikinho no ha iniciado sesión   Reply With Quote
Old 05-22-2009, 12:27 AM   #84
lala110593
Initiate
 
Join Date: Jul 2008
Location: chicago
Posts: 188
lala110593 is on a distinguished road
Default

*points at stooge and laughs* No more jumping me at pb and casting winterstroke 40m away to wait for back up XD



-glulose
lala110593 no ha iniciado sesión   Reply With Quote
Old 05-22-2009, 01:21 AM   #85
ArchmagusArcana
Master
 
ArchmagusArcana's Avatar
 
Join Date: Jan 2008
Posts: 357
ArchmagusArcana is on a distinguished road
Default

The loss of area on warrior areas is no big deal IMO, but changing ribs breaker and Balestra to fixed damage is a load of crap, it turns barbs into knights without the ability to block. Ok, that may be an overstatement, but nonetheless, it greatly diminishes our power in relative terms, especially in regards to warlocks, who are hard enough for us to kill in the first place.

Making Typhoon = Typhoon + Lightning Strike and making Lightning Strike ONLY deal damage, in addition to all the other damage reducing changes in the piercing tree makes it almost worthless to play when Blunt pretty much trumps it in every respect.

The whole business of most knight auras being a 90 degree arc behind, while making sense from a logical standpoint, makes no sense from a gameplay standpoint, there is simply too much movement going on, especially in large scale battles, and without clearly defined visual area of effect, the end result is going to be that knights will play skill more for pvp and less for support.

I understand that the intent here must be to increase teamwork and cooperation, but with all these updates, especially based on some of the comments ive seen here and in realm chat, it is going to have the exact opposite effect and more and more people are going to skill to be able to survive solo since all the best area/aura skills have been nerfed.

On a positive note, the speed increase, i do not see as effecting pvp in an overly dramatic fashion, while increasing easy of play, especially for some of those tedious 'walk 10,000 KM' quests. The changes to reskilling, are fantastic, it now takes far less time to try out various builds.

As far as that goes, i would propose profiles, maybe take 60 - 120 seconds to change, say for grind/pvp hunt/fort so one does not have to spend all that time reskilling for invasion or grinding.
__________________
Alsirian Legion
Horus: Wulfgar Heartsfang 50 barb: Arcan Heartsfang 50 Lock
RA: Drakonklenok 50 Knight
ArchmagusArcana no ha iniciado sesión   Reply With Quote
Old 05-22-2009, 04:59 AM   #86
Pepponi
Pledge
 
Join Date: Sep 2007
Location: Finland
Posts: 9
Pepponi is on a distinguished road
Default

Awesome
Finally some advantage for the Warlocks
__________________
RA - Ignis - Your Granny
Horus - Alsius - Eliittisotilas
Pepponi no ha iniciado sesión   Reply With Quote
Old 05-22-2009, 06:44 AM   #87
Hell_bound
Master
 
Hell_bound's Avatar
 
Join Date: Feb 2008
Posts: 281
Hell_bound is on a distinguished road
Default

Quote:
Originally Posted by fluffy_muffin View Post
Use brain those auras are for ally not for caster.
LOL, your error is that you think he has a brain.

Quote:
Originally Posted by DM
...
Already finding weaknesses, you sir rock!
All Hail DM!

And I think DM is right on how to view these new changes...

The RO Devs are wanting us to have more team play by making us run in smaller packs...

Nice job NGD

Oh wait, I'm posting when DM is posting...
__________________
.'. In the name of God, impure souls of the living dead shall be banished into eternal damnation. Amen. - Alucard .'.
Hell_bound no ha iniciado sesión   Reply With Quote
Old 05-22-2009, 07:05 AM   #88
DemonMonger
Marquis
 
DemonMonger's Avatar
 
Join Date: Mar 2007
Location: Edge of the Abyss
Posts: 2,066
DemonMonger is on a distinguished road
Default

Quote:
Originally Posted by Hell_bound View Post
LOL, your error is that you think he has a brain.



Already finding weaknesses, you sir rock!
All Hail DM!

And I think DM is right on how to view these new changes...

The RO Devs are wanting us to have more team play by making us run in smaller packs...

Nice job NGD

Oh wait, I'm posting when DM is posting...
On guard!

Let's stay focused on the topic listed... If you find more errors in this new 1.0.6 please bring it to the attention of the people.

I cannot test Barb, Knight, Marks..... Since I do not have one. However the related skill that do damage over time all function the same so I know that Serpant Bite for marksman is also canceled by a secondary Serpant Bite and so on...
DemonMonger no ha iniciado sesión   Reply With Quote
Old 05-22-2009, 07:41 AM   #89
Angel_de_Combate
Banned
 
Join Date: Jan 2008
Posts: 440
Angel_de_Combate is on a distinguished road
Default

Quote:
Originally Posted by Hell_Bound

The RO Devs are wanting us to have more team play by making us run in smaller packs...
Yea should make Horus interesting thats for sure

Quote:
Originally Posted by Hell_Bound
Oh wait, I'm posting when DM is posting...
Careful, people might talk...uh..no..too late
Angel_de_Combate no ha iniciado sesión   Reply With Quote
Old 05-22-2009, 07:50 AM   #90
Arafails
Baron
 
Arafails's Avatar
 
Join Date: Nov 2007
Location: Not where it looks like, to either of us.
Posts: 706
Arafails will become famous soon enough
Default

Well, I have to say:
Thanks for the new trainer interface - makes consolidating a new build much better.

From a [pretty much] full time barbarian's point of view:

- I think the effective swap between typhoon and lightning strike actually makes sense for skill tree balance,

- The reduce in range for warrior areas really does call for a decrease in casting time.

- 90° auras behind the knight? Now, I don't think I'm even going to be able to get close enough to the enemies to roar at them in large fights.

- No casting lower level OWTH over higher level will be much appreciated by all, I'm sure

I honestly don't understand why anyone's worried about barbs charging them now. We just won't make it to you.
__________________
If you can't detect sarcasm yourself, please pay attention when it's pointed out to you.
Arathael :: Wyrd Sceote :: Gwn M'gerSoul Taker, Imperial Guard of Ignis
Arafails 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 02:09 AM.


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