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General discussion Topics related to various aspects of Champions of Regnum

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Old 07-15-2010, 08:23 PM   #11
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Quote:
Originally Posted by Pizdzius View Post
Wow, I appreciate that you're proposing and asking us what you think. That's been rare lately, and from what I see, we actually express positive thoughts about it. So do I myself. Great approach ^^
may I sign that?
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Old 07-15-2010, 08:23 PM   #12
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and post in Spanish?
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Old 07-15-2010, 08:25 PM   #13
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Quote:
Originally Posted by Faladithz View Post
What about normal hits in warriors. If you are saying you think in "very powerfull CCs", please consider the normal hits.
This idea is good.
normal hits have their own "cooldown system" which is the weapon speed.
I don't understand what you are saying.
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Old 07-15-2010, 08:29 PM   #14
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Just so i understand fully certain types of spells would have different GCD's?

For Example..

Areas like Sultar/Typhoon/Repshot would have a 3 second GCD

Spells like Fireball/Crystal Blast/Howl should have a 2.5 second GCD

Warrior Spells like SC/MS/Ripost would have a 2 second GCD

Ally Buffs like Material Wall/Owth's would have a 1.5 second GCD

Personal Buffs like Frenzy/Caution/Acro/Energy Barrier would have a 1 second GCD

Is this sorta what you mean Chilko? :P
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Old 07-15-2010, 08:29 PM   #15
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Quote:
Originally Posted by chilko View Post
normal hits have their own "cooldown system" which is the weapon speed.
I don't understand what you are saying.
I think he meants about casting kick on someone, then try ripost and not being able to because the attack cicle starting sooner or something and you have to wait for the next one.

Like normal hits defining when attacks will be launched.

Its a rather poor explanation, maybe he didnt meant that?
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Old 07-15-2010, 08:30 PM   #16
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Can only get better and more diverse than the current system.
+1 for idea and communication.
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Old 07-15-2010, 08:30 PM   #17
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For example, you are thinking in a very CC spell...

+125% damage in area, can not cast while 3s (very long cooldown). But as you say, it does not stop you in a normal hit. I imagine a barbarian launching this spell and later with a normal hit making [1200 damage].

Other possibility of CC

Dizzy area 10 while 15s, the same thing. A barbarian with a 1000 - 1200 normal hit killing.
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Old 07-15-2010, 08:30 PM   #18
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The different speeds of arms, will have their respective global recharge? ... Or it would go only included in the powers?
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Old 07-15-2010, 08:33 PM   #19
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Quote:
Originally Posted by Faladithz View Post
For example, you are thinking in a very CC spell...

+125% damage in area, can not cast while 3s (very long cooldown). But as you say, it does not stop you in a normal hit. I imagine a barbarian launching this spell and later with a normal hit making [1200 damage].

Other possibility of CC

Dizzy area 10 while 15s, the same thing. A barbarian with a 1000 - 1200 normal hit killing.
Isnt that what happens now? Wheres the change?

Quote:
The different speeds of arms, will have their respective global recharge? ... Or it would go only included in the powers?
The two are unreleated.

Its like now but power dependent...
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Old 07-15-2010, 08:36 PM   #20
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Quote:
Originally Posted by _Enio_ View Post
Thats a very good idea!

While you are on it, make it in 0.25 steps though. Allows even more tweaks and esp. in the 1 - 2s timespan it is a huge difference. 0.75 - 1.0 - 1.25 - 1.5 - 1,75 - 2 etc..
This this this this this!
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