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21

Friday, May 16th 2014, 2:12am

ooh yea, about healers

jsut a general idea

i think would be nice to implement some skills that dont " only heal when hp is missing " or buffs " that only gives max hp blablalbal "

i suggest some
protection skills,
leeching skills

1/protection skills mechanics : -cancel the next normal attack ( pve and pvp , well the most common attack, even from bosses) . gain % INT WIS + flat number as hp or def .
- gives a shield that absorbs X damage . %INT WIS + flat number
- buff ally, for X seconds, ally can t be dealt damage more tahn X % of his max hp . X depends on % WIS + flat number


2/leeching skills mechanics : -buff ally, when ally attack or use skills, gain %WIS INT + flat number as HP or def or attack speed or casting speed
-buff ally, when ally attack, caster is healed or gain mana
Quoted from "ruisen2000"

Quoted


And before I get the "oh then go play that other game", I'd like to
say that if I didn't enjoy RoM, I wouldn't be posting here asking for
game to improve. :beer:
"Quit if you don’t like the game” kinds of postings. It’s juvenile, but probably inevitable "

22

Tuesday, August 12th 2014, 2:23am

Knight/Mage _ Full Attack _ Glitch

In the beginning I just dealt with it, now it's becoming really annoying.



Imagine "Full Attack" is a sticky grenade while regular white strikes is the method of planting the sticky grenade.

My hardest hit (Full Attack) requires my white strike to make contact first.

Now if my target is almost dead and killed by my white strike, I've made
contact and so the sticky grenade is planted and ready to explode.

However!! When the target dies, the sticky grenade is planted on myself and I essentially kill myself.



It happens on anything and everything. It occurs in PVE and PVP. here is a cropped/condensed screenshot of most recent combat log..

http://s50.photobucket.com/user/allankre…html?sort=3&o=0

[img]http://s50.photobucket.com/user/allankremer/media/full_attack_death.png.html?sort=3&o=0[/img]

23

Friday, August 15th 2014, 11:41pm

Original poster has some valid points.

The original poster took a bit of a beating, but I think some of the points are very valid.
1. Some classes and many skills are broken.(Some completely useless.)
2. Don't nerf classes based on siege war whining. Base skill adjustments on PVE questing and instance effectiveness.
3. Stop nerfing! Buff/boost/repair what's broken if you're trying to equalize classes. And for crying out loud, if you buff or nerf, don't use the biggest hammer in the drawer.(not sure if you're aware, but there are many increments between .9% and 900%)
4. The big nerf hammer DOES cause people to leave the game. (you should see concrete evidence of this from the last wild nerf-a-palooza)
5. Don't give-up on this great game. It seems like RoM is working in two directions. You have new content, and more content in the works. But it also seems like you're trying to lure us to your other games by offering incentives here..???
6. It would be great if the player community could be more vocal about class skill fails in an effort to bring the changes that are indeed needed. But, be respectful of other people's ideas and opinions.
Should go without saying.
Also, regarding healing classes having some OP healing skills; very few people are excited about playing these classes, please don't target them for further destruction. I've finally abandoned my lvl 87 priest and give full respect to anyone still gracious enough to play these mostly-broken classes.

bleedingblak

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24

Saturday, August 16th 2014, 12:16am

ROGUE:
shadowstep should have no global cooldown and range extended to 150.

SCOUT:
detection should be changed to range of 200.
double dps of all skills by 2. (200% dps will now do 400% dps)


~Fly into the distance, disappear for awhile~

25

Saturday, August 16th 2014, 3:42am

if in a somehow magical way whatever proposed was implemented, i think we would need about 4-5 years to fix the bugs caused by these changes only.

dont ask RW too much to do. they ll break everything else that s working and will take them years over years to bring them back to the original working state

26

Saturday, August 16th 2014, 7:19am

First, to those who comment about R.P who clearly have never played it.

What it NEEDS first and foremost is for RoM to fix a 2.5 year glitch that has been happening since level 70.
Aside from that I don't need a lot more .. if you all want to give me a stupidly silly skill like R.M enchanted throw I wont complain about that but I dont need it.

I will also say that some skills like Rising Tide for instance are completely useless, but I'm sure that R.P is not the only combo that has that problem.


My future dream elite skill (or better yet replace my current lvl 70 one which is lamely stupid)

Wound Mastery:
Your years or developing your wound attack skill has lead to a reduction in your CD time from 5sec to 2secs, but your neglect of Low Blow has caused a need for some meditation between uses and now has as 2 sec CD.

Since I revolve around WA more so then most other rogues give me a lower CD time. For which I will gladly trade a cd on Low Blow as compensation.




Second, if you truly want to help balance dps I would start by fixing the cheats most people use:
RT-TOSH knight skill sets for example are not supposed to be available to anyone except knights. Passively gives about 900 points of crit.


Lastly, I would properly adjust all the lamely stupid skills like enchanted throw, and w.m one (dont know the name), champion/rogue, mage/warden both seem to also be popular choices so they probably have there own silly skill BUT I DONT KNOW for sure. If you take away that one skill from all the popular classes on RoM as we speak watch how much there popularity would drop. A class mix should not be based entirely on ONE skill making it so much easier (not necessarily better) then other classes.

27

Saturday, August 16th 2014, 6:05pm

My suggestion is simple. I noticed that many warrior skills have a range of 50; which means the skill can only be used when right next to someone. Rogue, on the other hand has skills with a range of 50 that affect people a small distance away. Why does range of 50 work so different? Makes no sense to me. Range of 50 is longer for rogues than any other melee class. There should be no difference. Range of 50 is range of 50, period.

28

Saturday, August 16th 2014, 9:13pm

My suggestion is simple. I noticed that many warrior skills have a range of 50; which means the skill can only be used when right next to someone. Rogue, on the other hand has skills with a range of 50 that affect people a small distance away. Why does range of 50 work so different? Makes no sense to me. Range of 50 is longer for rogues than any other melee class. There should be no difference. Range of 50 is range of 50, period.

invalid.

50 = 50.

or just name the skills u r refering to.
which r those skills that "affect ppl a small distance away"?

probably u r confusing the part that most warrior skills need rage. and to get rage u need to be in white-hits range. but white-hits range is 30. so: u get to 30 --> white hit --> get rage --> hit skill. however, the skill itself is not based on 30 range, but on 50. as said, name the skills u r referring to plz

29

Monday, August 18th 2014, 3:26am

Priest/Warlock

I'm mentioning these skills mostly because they are 2 of the Elites for this class combo.
Spirit Jump: Pull a friendly to you within a range of 150
Spatial Jump: lvl 60 Elite. Pull a friendly target within range of 180. Using a lvl 60 Elite to give an extra 30 range on a skill without much purpose. :'-(
I was thinking this could be a helpful skill if you're in an instance, someone dies, you could pull them toward the door for easy rez if group gets wiped. Nope. Doesn't work here. So unless I'm missing the point of these skills, they are both of little or no use.
Thank you in advance for fixing these skills, or swapping for something useful. ;-)

30

Wednesday, August 20th 2014, 11:21am

Quoted

invalid.

50 = 50.

or just name the skills u r refering to.
which r those skills that "affect ppl a small distance away"?

probably u r confusing the part that most warrior skills need rage. and to get rage u need to be in white-hits range. but white-hits range is 30. so: u get to 30 --> white hit --> get rage --> hit skill. however, the skill itself is not based on 30 range, but on 50. as said, name the skills u r referring to plz


Invalid.

Even using a potion of rage, the range still requires you to be next to the target. As far as which skills; which skills do no do this? Name the skills you are referring to plz.

Cike

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31

Wednesday, August 20th 2014, 2:19pm

OK, I was testing on my w/wdn...

and all I can say is 50 = 50.

all the 50 range skills have the exact same range.


then I went on my r/wdn. same thing.

50 = 50.

skills I checked: warrior: probing attack, open flank, thunder, attack weakener, slash. warden: CC, PotWS. rogue: SS, LB, WA, blind stab, weak point strike, bloodthirsty blade.
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

32

Wednesday, August 20th 2014, 2:30pm

Invalid.

Even using a potion of rage, the range still requires you to be next to the target. As far as which skills; which skills do no do this? Name the skills you are referring to plz.

its so funny that YOU ask me to name u the skills, while YOU were the one saying invalid stuff like "some" skill "affect people a small distance away". go back and look ur post.

so i ll say it again: if two skills have 50 range, then they require the same range. 50 = 50. end of discussion

if u want to argue on "50=50", name me two skills that u refering to. that simple.