|
|
General discussion Topics related to various aspects of Champions of Regnum |
|
Thread Tools | Display Modes |
08-23-2010, 12:41 PM | #81 | |
Baron
Join Date: Nov 2009
Location: Berlin, Germany
Posts: 715
|
Quote:
I like the change of healing because it makes the hpdifference between warriors and archers/mages something worth. Before it made no real defense how much hp you have because if you get constantly healed like in war it doesnt matter, both get the same amount hp. Now the hpbar is more important. |
|
08-23-2010, 01:01 PM | #82 |
Count
Join Date: Jun 2007
Location: Philippines
Posts: 1,244
|
It's not really about the disparity between heals on mages against warriors. It's how such a system will hurt healing low levels in war and the additional mana costs Conjurers will endure to support a war army since they will have to cast even more.
From my tests so far, it was damn frustrating having to cast the same spell over and over again the same target just to keep him alive against a mob. It could be balanced but it's just terrible to play that way.
__________________
I N Q U I S I T I O N
On Regnum Sabbatical |
08-23-2010, 01:22 PM | #83 | ||
Baron
Join Date: Nov 2009
Location: Berlin, Germany
Posts: 715
|
Quote:
Quote:
|
||
08-23-2010, 01:42 PM | #84 | ||
Count
Join Date: Jun 2007
Location: Philippines
Posts: 1,244
|
Quote:
The problem with these healing spells is that it's too centric to level 50s. Also I expect to see a lot of focused fire more with the changes NGD made. Even now with the current heals you see targets die in less than 5 seconds in war. Heal Ally was good at buying some time here specially if you cannot dispel a CC'd target. On the Amun system, I wouldn't even bother to waste my mana for that. Quote:
6 spells only? You have an easy life.
__________________
I N Q U I S I T I O N
On Regnum Sabbatical |
||
08-23-2010, 01:42 PM | #85 | ||
Master
Join Date: Jun 2007
Posts: 451
|
Quote:
I dont see any progress in class balance from this point of view. Quote:
From my game experience heal ally is almost allways on cooldown. It only isnt when i am out of mana. The latter problem is not being adressed at all, reduced effect of the new spell did not come with a mana cost reduction, a cooldown reduction or a cast time removal. You will need - including gcd - 50s and 1200 mana to fully restore an ally now. Ironically it is cheaper to just let him die and revive him - unless he has more than 5k hp. And actually not much faster than having him rest. Heal ally is the only spell that can actually make a target survive the next blow, and for mages, archers and lowlevels of any kind it will not fulfill this function anymore. Z.
__________________
Based on facts, as I choose to see them.
|
||
08-23-2010, 02:12 PM | #86 | ||||||||
Baron
Join Date: Nov 2009
Location: Berlin, Germany
Posts: 715
|
Quote:
Atm Knight auras are nearly never used higher than lvl 1 (at least on niflheim where i play mostly). Used are: GH, MP, MC. No imagine after this update most knights use theyre auras which also have a better area. In a big fight with many chars from all classes its constant -40% ranged dmg constant +80% ap and often a short period of high resist against physical dmg, maybe even magical but i dont think it will be used that often. MP stays the same as far as i know, only gh was nerfed but i think what i mentioned above is more than filling this gap. Oh and dont forget that all warriors and archers received a dmgnerf and locks will now cast much slower and have longer gcd. This all means a great dmg reduction, thats why less or less powerfull heals might be needed. Quote:
1. Already mentioned new auras and less dmg 2. If many ppl focus on one target it should be dead, how else should a war end? Only by areaspamming? 3. There are a lot spells to protect important allies like conjus. For example Material wall which is atm mostly used at lvl 1. Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
|
||||||||
08-23-2010, 03:21 PM | #87 | ||
Count
Join Date: Jun 2007
Location: Philippines
Posts: 1,244
|
Quote:
Quote:
With the current mana shortages and consumption, Conjurers who actually play with skill will most likely be more picky when it comes to targets to heal. Sure the spell will be used more, but it will be on their personal favorites or famously skilled players. Why save someone you don't know when you can just focus on a single target and keep that target alive? Why care about that lowbie when it will be cheaper to simply revive him.... oh wait, I'll reserve my revive for an allied Conjurer or a well known effective player too! My suggestion has been to make a base absolute heal per level then an additional bonus based on caster's int. That way we wouldn't rely on other people's stats. We already rely on them to survive and now we have to rely on their stats too to be effective?
__________________
I N Q U I S I T I O N
On Regnum Sabbatical |
||
08-23-2010, 05:14 PM | #88 | |
Baron
Join Date: Nov 2009
Location: Berlin, Germany
Posts: 715
|
Quote:
This would mean for a mage with 3k hp 500 hp plus 300 is 800, a bit less than before the update but i think ppl could live with this cause of the lower dmg in generell. A knight with 4,5k hp would get 750 plus 300 ist 1050, better for them as the version on the live servers and their higher basehp would give them a good advantage compared to those with less hp. A lower Marks with lets say 2k hp would get 300 plus 300 is 600, less than before in the current version but still much more than on amun (400 there). A low lvl conju with heal 2 could heal a low lvl player who has 1,5k hp with 250 plus 150 is 400, a bit less then in the current version. |
|
|
|