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General discussion Topics related to various aspects of Champions of Regnum |
View Poll Results: Remove Resists?
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Remove resists, that you can count with that, what you do.
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14 |
29.17% |
Make them weaker, that its lesser resists, but still the "surprising effect"
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6 |
12.50% |
Make them stronger, that anyone resist more.
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3 |
6.25% |
Keep them as it is, that the lowbies still can be happy about her high resists.
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25 |
52.08% |
03-20-2019, 04:02 PM
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#1
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Pledge
Join Date: Apr 2013
Posts: 47
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Remove resists
Please remove resists again.
They happen at the unexpected times, and do, imho, more harm then good.
And most times, it is then, when you only need the last hit for a win, or resist, when you ambush someone.
It is not even fun, to see even mobs resisting, when they are laying at the ground.
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03-20-2019, 04:49 PM
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#2
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Master
Join Date: Nov 2012
Location: Kogoruhn
Posts: 319
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Quote:
Originally Posted by Barreln
And most times, it is then, when you only need the last hit for a win
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Ofc. There is this hidden fucking goblin who sleeps all the time but just when you're going to finish someone, he wakes up ready to screw you with a resist. lol
It's basic cognitive bias, think it's called observer expectancy effect.
Last edited by halvdan; 03-20-2019 at 05:03 PM.
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03-20-2019, 09:51 PM
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#3
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Master
Join Date: Mar 2011
Posts: 422
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I dont think they balance the gameplay in any way, really. Instead, it feels like a characteristic part of Regnums fighting system. Maybe it is nostalgia, but I do not feel the need to have them removed (they *used* to be horrible though). This game is not so much about high precision as other games, imo it fits in here.
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03-21-2019, 01:18 AM
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#4
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Initiate
Join Date: Jan 2009
Location: New York
Posts: 227
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Just my opinions:
1) Random resists really matter most in pvp, yet it's a RVR game.
2) Removing random resists would make fights too predictable, insuring the first side to spam cc can just unload their whole chain (like marks cc chains in pvp for example). I won't even get into how I feel about area spam.
3) I believe players (especially pvpers) should be able to be ready for a possible resist and be able to adapt their strategy if it happens.
4) The resist rate on MOBS however, needs to be changed. I mean even killing very easy mobs or lower is a pain with them.
I also found a good way to escape your spells getting resisted... play support only (I know all too well about that). I have yet to see allies resist my support spells.
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03-21-2019, 02:58 PM
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#5
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Pledge
Join Date: Apr 2018
Posts: 13
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The mount of people that voted to keep resists and even increase the amount of them....
Resists have no added value other than making fights less predictable. Remove resists for a day or week to see how people react.
We know ro is mostly RvR, but sometimes people are bored of it and want to enjoy the pvp part of the game
Quote:
Originally Posted by MDpro
I also found a good way to escape your spells getting resisted... play support only (I know all too well about that). I have yet to see allies resist my support spells.
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In that case we should make support spells resistable to make fights less predictable!!!
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03-21-2019, 03:54 PM
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#6
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Initiate
Join Date: Jun 2008
Location: Portugal
Posts: 245
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Quote:
Originally Posted by MDpro
I also found a good way to escape your spells getting resisted... play support only (I know all too well about that). I have yet to see allies resist my support spells.
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This , but dont spread the secret!
Quote:
Originally Posted by Heirro
In that case we should make support spells resistable to make fights less predictable!!!
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I'd laugh if self- and allied-buffs could be resisted.
__________________
Amoxi - Vanco - Azithro - Genta - Cipro - Doxy [RA] A proud member of
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03-21-2019, 06:44 PM
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#7
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Initiate
Join Date: May 2013
Posts: 171
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Quote:
Originally Posted by AntibioTsu
...
I'd laugh if self- and allied-buffs could be resisted.
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Like the old mass res?
__________________
I don't need an introduction.
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03-21-2019, 08:18 PM
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#8
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Initiate
Join Date: Jun 2008
Location: Portugal
Posts: 245
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Quote:
Originally Posted by Candyx
Like the old mass res?
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Yeah, but applied to heals, buffs and self buffs like UM and SotW
__________________
Amoxi - Vanco - Azithro - Genta - Cipro - Doxy [RA] A proud member of
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03-22-2019, 08:12 AM
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#9
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Pledge
Join Date: Apr 2013
Posts: 47
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OH. Duh.. i may should had add this to the Poll
"Add 90% Resistance more to Conj Spells"
And well, my "nostalgia" was playing without resists until they brought it in.
I never saw an advantage at them.
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03-22-2019, 02:54 PM
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#10
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Initiate
Join Date: Jun 2008
Location: Portugal
Posts: 245
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Quote:
Originally Posted by Barreln
I never saw an advantage at them.
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They don't have any advantage. It's a waste of mana and time for the caster, and it may even spell his death if it's a crucial spell like a CC.
The worst part is that the receiving end doesn't even have to make an effort to resist said spell, making it undeserving. It's a guaranteed passive everyone has since they create a character, that both the caster and the receiving end cannot properly control.
I'll just take the chance and rant about one of the dragon armor set buffs for warlock being +15% spell resistance, that translates into ridiculously low absolute increase.
__________________
Amoxi - Vanco - Azithro - Genta - Cipro - Doxy [RA] A proud member of
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