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CR - Defender/Commander Skill Issues 9/30/15 - Add Opinions/Suggestions


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#26 BloodyHalo

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Posted 06 October 2015 - 05:45 PM

ARRRRGGGHHH Was completely done writing and hit the back button by mistake FML on a trash can lid.

 

@ Ninn Yea I used to love pve more than pvp a whole lot more.  Mainly becuase it did not include the endless drama and the requiremnt of having to compare my epeen size on a daily basis.  However now PVE plays out something like, "Oh there is a new dungeon?  Well lets go!"

 

Day 1)  Raid dungeon for class gear

 

Day 2)  Raid dungeon for sub class gear

 

Day 3) Oh what?  A convenient froge day?  + the -_- out of that gear.

 

Day 4)  Leave game for another 5 months.

 

I also discussed the point about our dot being completely and utterly useless.  It's really an insult vs the caster damage.  To add to this, we have 3 of these skills.  They recently proposed the idea of adding yet another of these skills, but I completely rejected it, so hopefully it will not be implemented. Along with making our weapons actually do the displayed stat damage, so that we are not just limited to swords.

 

@ Vern  Yea like we said if they added a spell to commanders that decreased a stat by 50%, people would rage quit before they even had the chance to log in.

 

@ Norrin  I love the hp % in armor idea, but when I talked to Alteris about Zerk hp, she said that the system functioned a certain way so that leads me to believe that they might not have the programming capabilities (at this time) to make a change like this... though in most areas it wouldn't be that big a change.

 

@ Nanny And THAT is exactly why I have saved my regal money until they fix these issues.  Because regals only give us a lil extra hp, and a lil extra scad, while if a caster has full regals they completely wreck that face.  Just like the sword that gives cad, when we are a skill based class.  Or the bludgeon, that gives scad, that does not work for our class.  Until this crisis is solved I will be saving my big money.  Oh and battlefields?  You mean Suicide Chambers?  Where even most casters now hit for 3k+ on cap?  And  AoC for 6k+?  I go pretty much every day, and all I have to say to those are Trololololol.

 

If you have more skill ideas be sure to forward them to Vern and I so that we can suggest them.  I know this game needs a lot more than skill changes, but until they do a major revamp we at least need to be able to compete with the overwhelming classes, dishing out DPS at astronomical levels.

 

 

 


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#27 ARKILIUS

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Posted 18 October 2015 - 08:16 AM

i wonder on an other aspect of commie class description : "swift" , i think they should have more abilities to evade attacks like range attack an pew pew ( like AoC for example) but i don't remember for sure if evasion apply for magic skills , moreover evasion is said broken . Having the ability to combine a working passive evasion with the actual block abilities ( maybe boosted a bit ? )  would may-be make the class more enjoyable. Slightly harder to kill and so remaining a threat for casters on battlefield that they should have to consider each second instead of feeling secure from afking commies or inexistants ones ( not representative population in game as said by others earlier and in others posts )

 

yeah i know it won't help against aoes , but i don't want them to say we ask too much :heh:


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#28 Kazara

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Posted 18 October 2015 - 10:14 AM

"Swift" because of the skills animation not because of the evasion. And evasion doesn't work with Magic skills ofc.


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#29 ARKILIUS

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Posted 18 October 2015 - 03:13 PM

yeah that's what i thought too , but still i am often surprise when i saw some magic pew pews missing on me even against same lvl foes. whatever. the game is dead anyway.

 But if it remain a slight chance avoiding aimed magic attacks could be something nice for a commie i think. A meaning one to make  the class do his role. a "caster hunter".


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#30 BloodyHalo

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Posted 19 October 2015 - 07:24 PM

yeah that's what i thought too , but still i am often surprise when i saw some magic pew pews missing on me even against same lvl foes. whatever. the game is dead anyway.

 But if it remain a slight chance avoiding aimed magic attacks could be something nice for a commie i think. A meaning one to make  the class do his role. a "caster hunter".

 

 

I am starting to wonder about this, because I have dex/con stacked into some armor and I dodge attacks like water.  Could just be chance.  W/e.  Doesn't matter when it only takes a couple attacks to wreck your face anyways.

 

It is really hard to comment on anything at this point to be honest, like with the protector thread, things are so laughably unbalanced with the new changes to MDC gear it wouldnt matter if all tanks had 70k+hp, we would still die.    I've honestly lost a lot of the remaining interest I had, and everytime I've questioned Helium about things, such as the bug that makes it so our class cannot effectively use bludgeons, or why all melee weapons get cad, while all caster weapons get scad, I've been hit with the same "Well that sounds correct, the game seems to be functioning prefect" Bull-_-.

 

 

Slightly off topic, but I need to release a slight bit of steam.

 

Lastly, why the absolute -_- is the hp high as hell on every MDC weapon, caster included?  Along with the block rate/amount being similar on the mage AND the melee?


Edited by BloodyHalo, 19 October 2015 - 07:27 PM.

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#31 TheNanny

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Posted 20 October 2015 - 03:22 AM

They are nerfing commanders by doing those MDC weapons with tons of scad, HP giving zerks HP, heal buffs. Its just nerf for commanders ;)


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#32 TheNanny

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Posted 18 December 2015 - 04:57 PM

If its still not done i want to suggest a NEW SKILL for COMMANDERS!!!

 

 

Name of skill: SECOND CHANCE

Casting Time: Instant

Skill Downtime: 1min

Gives a full HP heal for one time even if you are on 1HP or on full HP. (YOU CAN USE EVEN STUNED, TOSED, HUSHED or whatever)

 

It would be like a huge 1 time potion.

 

Would be helpful and useful for commanders. Atleast we could survive a little more on aoe... Thanks! :)

 

 

 

P.S: You have to add OP HEAL SKILL, HP BUFF [ATLEAST 20%], DMG [ATLEAST 50%], RESSISTANCE [ATLEAST 30%] FOR SURE. Otherwise class=dead and usuless. 

 

GOOD LUCK TO BALANCE IT!


Edited by TheNanny, 18 December 2015 - 06:21 PM.

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#33 Ninnghizhidda

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Posted 20 December 2015 - 01:19 AM

Thing is... Commanders are NOT "healers", maybe Protectors is OK to have their healing skills, but we are twisting it too much with Commanders. All right, sure, I will agree that they have messed up so much this little game, by virtually turning every irrelevant class and their grandma (call me Zerk for example) into some kind of "healer".

 

This is no excuse to do the same with Commanders, it would just be the easy way out, I guess can't expect much better from the clowns... I would go and repeat yet again, that they should go grow some BRAINS and rather remove ridiculous skills from ridiculous classes, as a start to infuse some logic (hah!) into the game. But would be probably more productive to have a conversation about this with a rock.

 

P.S. Rather glad to see that more people finally accept the fact that little beloved ReQQ DIED a long time ago, and now it only suffers abuse on its pitiful zombie corpse (until finally put to rest).


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#34 BloodyHalo

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Posted 28 December 2015 - 04:21 PM

Skills are done and Alteris/Helium are implementing i'm guessing whatever I posted last, as trello has not changed since then.

 

I suggested a sort of Last Stand skill but they shot that down pretty quickly.

 

Lone Survivor (Passive) - If their are no teammates nearby during death, a commander can either choose to stay alive for ten more seconds, negating all damage but decreasing physical attack by a % amount.  OR  He may choose to die with glory, sending a wide AOE attack of arrows to damage and push back the enemy team.

 

I know they can't do it, but I was hoping they'd get the idea of doing something not copy/paste.  I created this along with a whole grid of suggestions to passives/skills that would help us stay alive and not give us heals/overpowered skills.

 

Every idea was shot down.

 

Alteris -

 

So upon reviewing the suggestions you posted sadly we cannot do a vast majority of them due to the limited things that the Requiem engine can provide. While I personally would love to innovate and create combo-like systems, the combat system in Requiem is very primitive and would require a very long and resource-intensive amount of effort to change. Which is something it currently does not have. (Dunno what combo system he was talking about, I was talking about his previous skills that used one skill to build off the others.  If he couldn't do that dunno why they suggested it.)

Furthermore a lot of the skills seems to be involving stun and CC effects which if added would already exacerbate the long list of CC that players already hate.

While what I have posted thus-far seems to be only defense/support oriented, I still have not uploaded the remaining DPS portion that I want to release.  (They were Never released.)

Upon reviewing the existing Commander skills I noticed that there already exists a lot of attack oriented skills already in place (Well yea...Because I told him so...). I believe it would be better to improve on the existing skills not only by making the points invested matter more, but also to make them more desirable for players who wish to expand on their damage output.  (Well yea...Because I told him so...).

I also wish to expand more Passive buffs, but after reading some of the players responses it seems that some skills might benefit more if they were put in the Defender tree. I will first bring them up on the Commander Tree and see if it is better suited for Defender and vice-versa.

 

My response -

 

"One thing everyone has to realize is that other classes hate stuns because they want their stun to be the only one that matters.

Players hate those effects, but they still HAVE them. We do not. We only have face strike, which is a sorry skill in itself because it makes all casters buff up on defense so it doesn't even matter in the end. Nerf Face strike and give us something more useful.

If you added the effects to the already existed skills (Something that was suggested a while back I think on Forums) you would not have to worry about adding anything new, just make the old stuff useful.

 

Sins = Stunlock/Op Slow

Zerk = Terror stun lock

Domi = Op Slow

Defiler - Stunlock/Lith

Tempest - Sleep/restraint lock

Warlord - Roots/stuns

Radiant - Hush/Sleep

 

And the ones that don't, such as elemental or Mystic, kill you with op damage thus invalidating the need of an infinite stun loop.

So while you say that they hate them, unless you take them out of the game or decrease them (which I am all in favor of) it doesn't help much if all it takes is soccer kick to make us sitting targets.

We absolutely do NOT want more buffs, we are too much the target of sins soccer kick and it makes it completely unfair (and a little stupid) running around as a protector without heals or block.

Whoever is helping work on these skills needs to really go play as a Commander, fully geared or partially, to see how long they last in a battlefield. I think you guys are assuming we are exaggerating how bad it is."

 

 

_______

 

This is why I Lol when a defiler says that a mystic's fear totem is op/unfair.

 

I probably was not supposed to post this.  Don't really care.  We receive little communication and ideas are pretty much thrown into the garbage bin.  So w/e Merry Christmas.


Edited by BloodyHalo, 28 December 2015 - 04:32 PM.

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#35 NorrinRadd

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Posted 28 December 2015 - 05:27 PM

Tbh saker fear totem is absolutely pathetic, as is its fire debuff

saker really needs to be improved

 

chaos totem needs an added slow

stun needs to be 30m range

and fire debuff needs to be -25 WITHOUT DNA and instead add a dna to make it instant. why in gods -_- name can an elem debuff -50 fire at 30m range instantly while saker needs to stand and cast a -25 debuff at 20m

 

ANYWHO, this is about commie and well, what alteris added is absolutely disgusting. but thats to be expected, look at zerk.

Why alteris has any say in skills is absolutely beyond me.

 

As expected the whole CR crap was a major stall. There was no way helium would ever listen to what players suggest.

 

Lets just put it this way, me and vincent were trying to get him to help us with 5v5 tourny. He talked a lot about how he will of course help and will work with us. Yeah, after that he continued to ignore both of us for over a month. Even vmod couldnt get him to answer us. 


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#36 Ninnghizhidda

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Posted 28 December 2015 - 09:22 PM

Looks to me that the time has (already) come that all this much hyped (?) thing about the C-Reps and "communication channels" has run its course. As expected.

 

For a moment I had a very tiny speck of hope, but then I came to my senses, especially as the "information" was being received. Less than nada.

 

I feel sorry for you C-Reps, because most of you had / have a genuine interest and desire for better things, had suggestions, tried hard, listened to what we had to say (a lot more than the "Dream Team" ever did), did your best to push through, and knock some sense there.

 

Soon, we will know what has been stewing. It ain't looking too brilliant (to put it mildly).

 

I will repeat it and I just don't care if they want to delete the comment: the days here are NUMBERED. The whole thing will turn into another fiasco, as has been the trend for years. The attitude has not changed one bit, so how could anyone expect a different outcome. Again... how sad. Still, thanks to all of you who tried your best.


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#37 TheNanny

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Posted 16 January 2016 - 05:18 PM

4 months and GRAVITY did nothing to commanders. Yay <3


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#38 BloodyHalo

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Posted 17 January 2016 - 10:51 AM

Last week I talked to him and he said he was working on Domis now and Alteris was revisiting Commanders.
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#39 Ninnghizhidda

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Posted 17 January 2016 - 08:51 PM

Sounds very promising. Really.


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#40 NorrinRadd

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Posted 18 January 2016 - 08:11 AM

Last week I talked to him and he said he was working on Domis now and Alteris was revisiting Commanders.

Alteris. God damn cancer
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#41 LunarWolf

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Posted 27 April 2016 - 04:35 PM

The class is still op bottom line is spend more you get more was the theory so yes its working as intended..........pay to win or shut up.


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#42 sonemere

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Posted 27 April 2016 - 08:16 PM

commie need aoe root + damage.  aoe fear that cant be broken by attacks. u do that and they will get the glory they had right after s1. plowing through hordes of players. giving commies their well deserved respect.

 

bring back the glory!!


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#43 TheNanny

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Posted 28 April 2016 - 01:01 AM

Dead class.


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#44 LunarWolf

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Posted 28 April 2016 - 04:09 PM

Seriously if you must make a commy op why not an aoe slow that acts as a gravitational pull toward the commander and have moonlight slash a skill that is active all the while holding it soaking up mana like a shot of nos and upon completion launch commander 50 meters away to let dots piss a sin off while slowed. make commy truly the anti sin class they were meant to be


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