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General discussion Topics related to various aspects of Champions of Regnum |
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#1 |
Marquis
![]() Join Date: Aug 2007
Location: Germany
Posts: 1,843
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First, i want to apology to place this in here but its not enough to place this in some kind of subforum.
As anyone playing this game a lil more serious (teamplay wise) knows, since the update before dual wieldupdate alot of auras (the technically real auras) are broken. They just cease to work after ~1 second. This includes Deflecting Barrier (Knight), Heroic Presence (Knight), Master of Doom (Warlock). I dont understand why such a cruical bug doesnt get fixed. It should be TOP priority. It kind of disables the whole knight influence on RvR. Which is HUGE considering current armor system and archers dmg scaling on it. Im not sure why it take so long to fix these non-working auras, please - this is meant as a huge *bump* for all those reports of it in case those got lost. At a place that gets read more frequently. Sorry 'bout it. Edit: FIXED today! Thank you! Last edited by _Enio_; 11-03-2011 at 05:03 PM. |
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#2 |
Apprentice
![]() Join Date: Sep 2010
Location: Hungary
Posts: 53
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As a conjurer mana pylon only works from the second mob my ally kills. I think same bug at all auras, you have to kill someone first if you want auras works on you or mb you need that much time while an ally kill a mob to get it work. Realy annoying bug.
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#3 |
Marquis
![]() Join Date: Aug 2007
Location: Germany
Posts: 1,843
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Hm no mana pylon works well. Easy to see in fights.
Its DB, Heroic and MoD which dont work. Or well, work for ~1s and then stop. |
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#4 |
Master
![]() ![]() ![]() Join Date: Oct 2007
Location: L'Aquila - Italy
Posts: 268
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i've a WM knight and i used to play with a mixed setup of defensive auras/areas and offensive powers. atm i can play only with a full knarb setup and i have to admit that it's becoming boring
seing that heroic and deflecting have to be fixed, i suppose that this is a good moment for changing these spells before they work correctly again i'd suggest both affecting the caster with a lower effect and duration to make them more dynamic something like +10/15/20/25/30% protection and +2/4/6/8/10% resist damage for heroic presence (40/60 or 60/90 duration/CD: A LOT less effective vs low damages, a bit stronger against high damages and it would be complementary for the tank role) and something like +10/15/20/25/30% ranged damage resistance for deflecting barrier (60/90 or 90/120 duration/CD) with the old auras (and actual areas), knights can support other players, but can't well accomplish their tank role because others characters like barbarians or marksmen have way more defence in rvr instances (NB defensive stance atm is not a reliable defence because it's overpowered against ranged classes that will only CC you and it's totally useless against barbarians that can easily hit you for 1000+ with beast attack/SC or one shot kill you with a mind squasher) |
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#5 |
Count
![]() ![]() ![]() ![]() ![]() Join Date: Jun 2009
Location: France
Posts: 1,024
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May be fixed, check this thread
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Annavilya / War-Luck (Haven)
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#6 | |
Marquis
![]() Join Date: Aug 2007
Location: Germany
Posts: 1,843
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#7 |
Banned
![]() ![]() ![]() Join Date: Jan 2011
Posts: 280
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#8 | |
Marquis
![]() Join Date: Aug 2007
Location: Germany
Posts: 1,843
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![]() Quote:
![]() That mustve just been some indeed funny coincidence here. |
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#9 |
Master
![]() ![]() ![]() Join Date: Feb 2009
Location: France
Posts: 414
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You're in luck, that's worth a try. ^^
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#10 | |
NGD·Studios
![]() ![]() ![]() ![]() Join Date: Apr 2008
Location: Montsognir
Posts: 775
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Best regards!
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Ponter - Online - NGD Studios
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