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Old 04-27-2019, 02:56 PM   #1
Leily
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Default Amun open - Balance

Changelog 1.24.2b1 (English)
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- Fixed: Extraplanar Bond was not having the intended effect.

- Fixed: Low Profile was cancelling all positive spells when the casting was interrupted.

- Modified: Mind Squasher now dispels an amount of friendly spells, from the last one casted and on. In each level it dispels up to 1/1/2/2/3 spells. Cooldown is now 80 seconds.

This spell has a long due adjustment to be made. We're not aiming to nerf any spell unless it's highly needed, like in this case. Being able to dispel all positive spells in an enemy is far away from the tactical aim that we intend to give to our versatile combat system. Now, with this change, Mind Squasher can be used intelligently when opponents are buffing themselves with critically important spells, and not all of them. This avoids frustration in the enemy but still allows Mind Squasher to be a useful spell, tactically speaking.

- Modified: Whirlwind's blunt damage changed to Health removal -25/-40/-55/-70/-100.

Whirlwind was causing too much damage in defenseless players and almost nothing on highly protected ones. The aim of this Area effect is for the Barbarian to be feared and to disperse the troops being attacked. With this change, the spell becomes balanced as how it affects targets, especially those that have too much defenses, as it ignores these defenses.

- Removed: Pets discipline passive Stalker Spirit. Now the pet is always camouflaged by default when the Hunter is camouflaged.

- New: Pets discipline spell Wild Defence. Part of the damage received by the Hunter is redirected to the pet. Duration is 30 seconds. Cooldown is 75 seconds. Mana cost is 75/100/125/150/175. Redirected damage is 5%/10%/15%/20%/30%.

The pet needs to be more dynamic, as the Hunter itself is a dynamic and adaptable sub-class. In some cases, the Hunters will need to maximise their own defence while using a pet but they spent too much discipline points to use the pets. This will give a tactical choice to convert the pet in some kind of damage shield, losing it earlier but through being able to fulfill another role.

- Modified: Spell Elude now has 5%/9%/14%/20%/30% Resist Magical Damage and the base Spell Resistance bonus is 100%/200%/300%/400%/500%. Duration is 20/25/30/35/40 seconds and cooldown is 80 seconds. Mana cost is 150/175/200/225/250.

Spell Elude had only a small boost of the base Spell resistance that wasn't very useful. Now, 500% at level 5 might sound scary but it isn't and with the addition of Magical Damage resistance will make it fulfill its purpose of protection against magical attacks.

- Modified: Acrobatic doesn't have Resist Magical or Physical Damage any more. Now it has Melee Received Damage -5%/-10%/-15%/-20%/-25% and Ranged Received Damage -2%/-4%/-6%/-8%/-10%. Duration is now 20/30/40/50/60 seconds. Mana cost is now 50/75/100/125/150.

Archers can still protect themselves from melee classes as before, but now they will have a little less protection from distanced attacks. Acrobatic has always been the top choice to defend against damage dealers as an "always-on" spell. To make the class more tactical, the player will have to choose wisely when to use Spell Elude or Acrobatic now.

- Modified: Athletic now gives 2%/4%/6%/8%/10% Slashing Damage bonus and recovers 4/4/6/6/10 mana points per hit.

A passive that is widely disregarded by every warrior now has an interesting approach which might not seem quantifiable at the beginning, but the difference in the long run can change how some encounters end.

- Removed: Scouting discipline spell Camouflage Corpse.

- New: Scouting discipline spell Inherited Lightness. Gives 5%/10%/20%/25%/40% base Mana Regeneration bonus and 2/4/6/8/12 Dexterity. The area is 6. Duration is 60 seconds. Cooldown is 90 seconds. Cast time 1 second. Mana cost 150/200/250/300/350.

The hunter now has an aura that benefits allies in Dexterity, which will help other archers, and basic Mana Regeneration. This will be an important spell to use among archers which will stand in the back, allowing a support class like the Conjurer to go help the front of attack from the middle of the army without having to worry about mana in the safest part of the formation.

- Modified: Finesse. Cooldown is now 40 seconds. Mana cost is now 70/100/130/160/190. Duration at level 5 is now 40 seconds.

The cooldown of this spell was way too high, and the mana cost as well. Now having this spell at level 5 can make it almost impossible for a critical hit to happen. Very important on situations in which the range has been lost.

- Modified: Cyclops Curse. Cooldown is now 45 seconds. Duration is 30 seconds. Critical Chance reduction is -20%/-30%/-40%/-50%/-75%. Attack Speed reduction is -2%/-4%/-6%/-8%/-12%. Weapon Damage is 125%.

A spell that almost no one used, mostly because of outdated values, now becomes interesting to cripple those that are breaking the frontlines and getting to close.

- Modified: Execution. Cooldown is now 200 seconds. Critical Chance is now 100%/175%/250%/375%/500%. Duration is now 10/12/14/16/20 seconds.

When it's about base Critical Chance, the bonuses must go very high to do a percievable effect. Now that has been done with Execution, a powerful spell if used in the right moment. It also has a visual effect that can be easily recognised by enemies.

- Modified: Crash. Now it also gives Spell Resistance -50%/-60%/-70%/-80%/-100%. Evade Chance is now -50%/-60%/-70%/-80%/-100%. Weapon Damage is now 110%. Mana consumption is now 60/90/120/150/180.

Also outdated, the values now are more attractive and a powerful tool for those that don't like resistances.

- Modified: Shifting Silhouette. Evade Chance bonus is now 30%/70%/110%/150%/200%. Melee Damage received penalization removed.

The penalization in this spell was making it one of the less attractive to use. We removed it and boosted a bit the effects. Now it is useful.

- Modified: Clumsiness. Added Movement Speed reduction -2%/-4%/-6%/-8%/-10%.

Mages can now take something more valuable than Dexterity from Archers.

---

New version

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Changelog 1.24.2b2 (English)
---------------------------------------
- Modified: Mind Squasher's Success Chance is now 15%/30%/45%/70%/100%. Dispels 1/1/1/2/2 spells.
- Added: Shadow to Power Tooltip level text over the icon.
- Fixed: Inherited Lightness giving Dexterity and not removing it after the effect ends.
- Modified: Inherited Lightness now gives 3/6/9/12/15 Dexterity.
- Fixed: Athletic not providing the Slashing Damage bonus as intended.
- Modified: Acrobatic. All changes reverted but now gives 5%/10%/15%/20%/25% Resist Physical Damage only.
- Modified: Spell Elude does not give Spell Resistance anymore.

---
New version

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Changelog 1.24.2b3 (English)
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- Fixed: Fire Arrow was delaying to be casted.

- Fixed: Mind Squasher was dispelling Companions.

- Fixed: Clumsiness was giving an extra Movement Speed modifier.

- Modified: Sadistic Guards. Duration is now 60 seconds in all levels.
To have less duration when spending points on it wasn't compensated by the higher reduction of Spell Resistance.

- Modified: Shield Bash. Blunt Damage is now 80-120/160-210/260-320/380-460/540/640.
The progression for each level of this damage was inconsistent and needed to be a bit higher in the last levels.

- Modified: Crash now has instant Casting Time.

---
New version

Changelog 1.24.2rc1 (English)
---------------------------------------
- Added: Quickbar buttons to bindable keys in Controls Options.

- Added:
Keys "11" and "12" for Quickbar slots 11 and 12. These keys are the next 2 after 0, depending on the keyboard locale. (Just Windows, for now)

- Fixed: Screenshot Quality was appearing in Advanced Options and also the slider was not disabled when choosing PNG format (it is uncompressed, so no quality setting is involved).

- Fixed: Divine Protection was delaying to be casted.

- Modified: Cyclops Curse. Changed Attack Speed for Attack Range.

- Modified: Ofuscate. Cooldown is now 45 seconds. Added Casting Speed -3%/-7%/-12%/-18%/-25%. Mana cost is now 150/175/200/225/250.
Another spell forgotten by Marksmen, now has a useful malus aimed at Mages and unprepared Warriors.

- Modified: Versatility now gives 2%/4%/6%/8%/10% Piercing Damage bonus and recovers 4/4/6/6/10 health points per hit.
Same intention that the one we have with Athletic but with a slight difference of effect.

- Modified: Lethal Anatomy now gives 3%/6%/9%/12%/15% Blunt Damage bonus.
Now it gives only one effect but stronger than the other two passives. Making Blunt discipline a bit closer to its purpose: more damage than other traits.

- Modified: Athletic and Versatility's recovery effect works only for the dominating weapon damage. This means that if the sum of all damages has, for instance, Slashing as the highest one, only Athletic's recuperation will work. If it's Blunt Damage, no recuperation will work
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Last edited by Leily; 05-02-2019 at 03:34 PM. Reason: New version
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Old 04-27-2019, 04:12 PM   #2
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Quote:
Originally Posted by Leily View Post
- Modified: Mind Squasher now dispels an amount of friendly spells, from the last one casted and on. In each level it dispels up to 1/1/2/2/3 spells. Cooldown is now 80 seconds.

This spell has a long due adjustment to be made. We're not aiming to nerf any spell unless it's highly needed, like in this case. Being able to dispel all positive spells in an enemy is far away from the tactical aim that we intend to give to our versatile combat system. Now, with this change, Mind Squasher can be used intelligently when opponents are buffing themselves with critically important spells, and not all of them. This avoids frustration in the enemy but still allows Mind Squasher to be a useful spell, tactically speaking.
I'm assuming the % chance is going away.

Anyway, now we can intentionally buff useless spells just to counter MS? I think this makes MS too easily bypass'able...
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Old 04-27-2019, 06:48 PM   #3
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Here is my short feedback (already posted on CoR discord^^):

Quote:
Mind Squasher now dispels an amount of friendly spells, from the last one casted and on. In each level it dispels up to 1/1/2/2/3 spells. Cooldown is now 80 seconds.
- why not make it 100% chance? if you want to make ms different on each power point spent please modify cooldown duration instead


Quote:
Finesse. Cooldown is now 40 seconds. Mana cost is now 70/100/130/160/190. Duration at level 5 is now 40 seconds
-- once again… why not make it 100% chance?


Quote:
Crash. Now it also gives Spell Resistance -50%/-60%/-70%/-80%/-100%. Evade Chance is now -50%/-60%/-70%/-80%/-100%. Weapon Damage is now 110%.
-- please make it instant casting time


Quote:
Clumsiness. Added Movement Speed reduction -2%/-4%/-6%/-8%/-10%.
-- change is really nice but since it’s the last spell from Enhancements tree I think it deserves to be stronger; for example 30 range or area 6 or additional -10% attack speed and cast speed


Quote:
Athletic now gives 2%/4%/6%/8%/10% Slashing Damage bonus and recovers 4/4/6/6/10 mana points per hit.
-- would be nice if you apply such bonuses for blunt and piercing passives as well (10% blunt and 10% piercing damage)


Quote:
Execution. Cooldown is now 200 seconds. Critical Chance is now 100%/175%/250%/375%/500%. Duration is now 10/12/14/16/20 seconds.
-- so with Execution critical Chance will be around 30-40%; maybe 50-60% with Martial Reflexes; really cool change but in my opinion 200 seconds cooldown is way too much


-- rest spells seem to be fine but of course they need to be tested first; also I’m looking for more skill fixes soon! good job on that ones
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Last edited by Sentan; 04-27-2019 at 07:08 PM.
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Old 04-27-2019, 07:34 PM   #4
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please give us more power points so we can try those beautiful new spells,

and to have more diverse setups

thanks
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Old 04-28-2019, 06:04 PM   #5
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New version

---------------------------------------
Changelog 1.24.2b2 (English)
---------------------------------------
- Modified: Mind Squasher's Success Chance is now 15%/30%/45%/70%/100%. Dispels 1/1/1/2/2 spells.
- Added: Shadow to Power Tooltip level text over the icon.
- Fixed: Inherited Lightness giving Dexterity and not removing it after the effect ends.
- Modified: Inherited Lightness now gives 3/6/9/12/15 Dexterity.
- Fixed: Athletic not providing the Slashing Damage bonus as intended.
- Modified: Acrobatic. All changes reverted but now gives 5%/10%/15%/20%/25% Resist Physical Damage only.
- Modified: Spell Elude does not give Spell Resistance anymore.
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Old 04-28-2019, 08:16 PM   #6
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Quote:
Originally Posted by Leily View Post
- Modified: Mind Squasher's Success Chance is now 15%/30%/45%/70%/100%. Dispels 1/1/1/2/2 spells.
The change to MS has a good intention, but I still think it's too easy to buffer against it if a conju buffs with a cheap and spammable spell (like bless weapon lvl 1) and the character just dismisses and ressummons companion (at least on live server, MS dispels companions just as any other buff).
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Old 04-28-2019, 09:21 PM   #7
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Quote:
Originally Posted by AntibioTsu View Post
The change to MS has a good intention, but I still think it's too easy to buffer against it if a conju buffs with a cheap and spammable spell (like bless weapon lvl 1) and the character just dismisses and ressummons companion (at least on live server, MS dispels companions just as any other buff).
I tried on Amun and, as far as I saw, it dispelled three buffs at level 5, with 100% chance, which I liked. 1-1-2-2-3 buff dispelled, and the chances 15%/30%/45%/70%/100% seems quite fair to my eyes. To buff someone against MS might seem easy, but bare in maind that most bars, if no all barbs, cast UM as their final buff, if not they'd lose time. The same happens with conjus; we tend to cast SS as our last spell before going out of a fort, or before joining in a battle, if not we'd lose time...
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Old 04-29-2019, 02:42 PM   #8
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Quote:
Originally Posted by AntibioTsu View Post
The change to MS has a good intention, but I still think it's too easy to buffer against it if a conju buffs with a cheap and spammable spell (like bless weapon lvl 1) and the character just dismisses and ressummons companion (at least on live server, MS dispels companions just as any other buff).
WELCOME TO KNARB CITY WHERE YOU NEED SC (5) TO ENTER
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Old 04-29-2019, 03:08 PM   #9
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Quote:
Originally Posted by Jippy View Post
WELCOME TO KNARB CITY WHERE YOU NEED SC (5) TO ENTER
Make Blunt and Pierce great again!!

Quote:
Originally Posted by Aver View Post
I tried on Amun and, as far as I saw, it dispelled three buffs at level 5, with 100% chance, which I liked. 1-1-2-2-3 buff dispelled, and the chances 15%/30%/45%/70%/100% seems quite fair to my eyes. To buff someone against MS might seem easy, but bare in maind that most bars, if no all barbs, cast UM as their final buff, if not they'd lose time. The same happens with conjus; we tend to cast SS as our last spell before going out of a fort, or before joining in a battle, if not we'd lose time...
The meta will readjust or maybe you will start thinking about your buff order. Conjus can self-buff with Force Armor and Regen self to buffer from MS. Barbs with UM will have to benefit from the element of surprise before blunt-users react, or their allies covering their engage (just naming a couple of scenarios). Remember MS keeps its 60s cooldown, so it's not like everyone will get dispelled. Its users will have to choose between conjus, knights and barbs to MS.
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Old 04-30-2019, 06:29 AM   #10
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Magma blast should be lowered to 1000, max 1200, as all other spells.
It is not normal anymore, how easy a low mage can kill a lvl 60 archer.
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