View Full Version : [AMUN] - Version 1.10.9 - Balance and Bugfixing.
Frosk
08-07-2014, 07:40 PM
Hey everyone!
We're happy to announce that we've just opened Amun for the public.
In this version you'll find a lot of Balance changes, as well as several fixes regarding old and annoying bugs we're pretty sure you've came across with.
The main ideas behind the balance changes are:
- Reducing cc spells durations.
- Improving AoE spells perfomance.
- Make some forgotten or unused skills interesting again.
- Avoid freeze-effect AoE's being spammed.
It's VERY important to explain the following and keep it in mind:
- Useless crappy powers such as "Camouflage Corpse" and others haven't been touched yet. We're very aware that these NEED changes, but they have to be rethinked or even replaced with something better and maybe completely different.
- WM powers aren't included. We're also aware that they are quite "meh..." and that they have to be attractive somehow. To do so, we decided to first touch most of the rest of spells and let these for the next update, as they also have to rethinked or replaced with something else.
- This is the first big balance update we're doing. We know that you've been promised with balance stages and such; but we want to do things right and actually perform balance tweaks periodically, based on your feedback and our own personal experience (this includes testers and community volunteers).
I also want to thank our Helpers and Testers teams, as they helped us out a lot in testing the changes while they were under development! :hat:
Anyway, we're really looking forward for your constructive feedback! Useless or not-related comments will be deleted.
Remember that you'll find the Changelog (in both spanish and english) attached to this post, as it's pretty big and it wouldn't fit in a single post :D
We activated the -reset_powers command in Amun to make the testing easier. Be sure to have at least 600 gold to use it.
IMPORTANT: UPDATED CHANGELOG POSTED ON AUGUST 12TH. CLICK HERE TO READ. (http://www.championsofregnum.com/forum/showpost.php?p=1806754&postcount=203)
Best Regards!
kama Sutra
08-07-2014, 08:03 PM
What is AoE?, sorry for my ignorence
Mage_pegusas
08-07-2014, 08:14 PM
What is AoE?, sorry for my ignorence
Area of affect. For example Roar, Typhoon, Sultars Terror.
Areas.
Loque
08-07-2014, 08:23 PM
In regards to barbs,
1) Passive resists have been nerfed (lvl 1-5:5%-10%)
2) Generic CC durations have been reduced
3) Ripost got absolute damage (but still needs casting time)
4) Caution is nerfed (again)
5) Fulminating cannot be used on areas
6) Defensive support is GONE.
The last change seems a bit apprehensive, as UM duration hasn't been increased. It will just be a knock game with everyone having options to stay on foot while the barb keeps getting knocked down.
Hollow-Ichigo
08-07-2014, 08:47 PM
I'm so happy, before I used to hit barbs 200, but thanks to damage resist nerf I will now do more. God bless NGD.
Hollow-Ichigo
08-07-2014, 08:57 PM
NGD should consider giving more PP due to the duration nerfs on (common) spells
Slartibartfast
08-07-2014, 08:57 PM
That's the massive balance update. Need to read it thoroughly.
Thanks, NGD!
Rising_Cold
08-07-2014, 09:13 PM
I like the sound of the changes, whole playstyles will become absolute but I think we'll get more 'action' overall
than wasting time being frozen/stunned/knocked down etc.
the only spell that I think is over-nerfed is stalker
mov speed reduction gone - great
need allies to cast - great
casting time 0.5 sec - hmm could work
duration 15 seconds.. wait what?!
I feel like even with the very low cast time it should last a little longer,
defenitly when dragon is nerfed and fights at the door will happen
its main use is getting allies in another place unseen, gate would be perfect example
15 seconds feels to short, nerfing it to 30 or 40 seconds sounds more workable to me
(because really.. try getting your allies to move where you want them to w/o explaining it to them.. twice..)
Loque
08-07-2014, 09:27 PM
Overall with all class changes, sparing some hiccups, this balance update looks a lot polished and agile and I'm starting to like it. Especially I feel the game is going to be more fluent and less static. So good work NGD :thumb_up:
Though I think we may need more power points.
_Kharbon_
08-07-2014, 09:37 PM
Well, it's certainly a huge step in balance.
First of all, I like the removal of some of the chance effects (ie. spells were changed to have 100% chance). Still, don't forget there are multiple layers of resists ;)
Nerfs were made to all classes. I guess most of all hunters, locks and barbs. Considering rvr, perhaps a good change, in pvp this will be a pain. Some of my setups will have to be reworked from the scratch.
Nerfed knocks, darkness and some other cc's is a good change. I'm still concerned about barb damage, knight defense, and especially mindsquasher. I hope some changes will come in future.
To be honest, the changes are too widespread to be balanced out in theory, we will need a few weeks to see how they work on live servers in order to see how things turn out.
I'm glad to see something big coming, it should be fun :)
Thallium
08-07-2014, 09:51 PM
This is a great start. I love the removal of chance spells and CC duration reductions. Great job.
I like what you did with Steel Skin. Can you do the same with Divine Intervention? i.e. make it self-cast-only but prevent casting damaging powers while it's on? This would fix invincible barbs with DI + UM and also allow conjurers to be played well without a partner. It would also stop the constant begging for DI from barbs, which gets tedious.
Also, please change MS behavior to something less absolute if you can. i.e. don't kill all buffs in one stroke.
I'd be cautious about giving out more power points. Everyone already has too many since the level cap change. It would probably be good for the game to have to make compromises again.
_Kharbon_
08-07-2014, 10:12 PM
Regarding power points..
In my experience of playing different classes, I don't think that marksman or hunters need any power points extra. On the contrary, I always had some pps "remaining" while I chose my spells.
Warlocks have a decent amount of pp's, I could build a decent setup, but I didn't have anything to spare, and had to sacrifice some spells I would otherwise take with me. That's a result of mental tree cc's nerf. Still, I think locks are ok
Judging from the changelog, conjus shouldn't have any problems with powerpoints, although I am aware that they never had too much of them to spare before..
Warriors I have no idea about, although from my feeble experience with knight I think they should have enough pps too :)
errei
08-07-2014, 10:18 PM
i like most of the changes, but...
50% SS and SW... how are we supposed to kill bosses? #bosswhoring is life
and +1 to RisingCold, 15 seconds stalker wont even be enough to escape, or hide, or anything.
btw, War Zone bosses are lvl 60 in Amun... Will this be confirmed when the next update gets realized in regular servers? say yes pls
Wi3ld
08-07-2014, 10:18 PM
I'm enjoying it so far. Marks is good to play again, and I don't spend most of my time playing being stunned or frozen. The game was becoming far too reliant on CCs and kind of sucked when you had to stay there stunned for 15 seconds while your allies get slaughtered.
I also like the time master change, and no offensive spells within steel skin. Seeya warjus.
I'm a bit concerned about the lack of defence on barbs now, though I guess they had it coming at some point. In any case, some really good changes, and I hope every one else enjoys them (or at least learns to).
Nice update so far guys.
Ryan_Carmon
08-07-2014, 10:30 PM
Plsmakeitlive.
On a more serious sidenote, this is by far the greatest update I have ever seen. I thought about quitting, but you managed to get me back in once more :D
Conj will need some tweaks, same goes for Marks (I think their duel power got hit a bit too hard, but this is a thing only time will tell).
For all the other classes, I am looking forward to see it on live and play around with it.
Some small problems I encountered:
Stalker casting time is instant, changelog says .5 cast (Keep it, it's awesome)
Stalker does not state its only castable with allies in range
Stalker does eliminate either Wild spirit or Movement Speed equip bonusses
Summon lich is enabled even if the Summons tree is not up to 19
schachteana
08-07-2014, 10:39 PM
very nice changes, 100% positive changes :hat:
still a lot to do, but I think NGD knows it best meanwhile
additional idea:
reducing general amount of disciplin and strength points, so everyone will have to chose more wisely
Kyrenis
08-07-2014, 11:25 PM
Best changelog I've seen, put it on the live servers pls
Lebeau
08-07-2014, 11:45 PM
...It will just be a knock game with everyone having options to stay on foot while the barb keeps getting knocked down.BS! No, from all I can see at 1st glance, this cc-nerfing 'balance' package is truthfully a really BIG boon to all max-direct-damage-types (aka barbs & uber-archers) & a BIG bane to all others who actually need alot more time (aka cc-users) to deal sufficient damage to actually kill their targets & also, enough time to maintain a safe distance. CC's are what give you that needed time. FACT: un-cc-ed barbs (barbs that reach you) are quick-death machines. Game's 'development' has increasingly trended this way since just before WM until now (i.e. barbarians are the only real killers & all other classes' various & diminished roles are basically relegated in RvR to being just the barbs' supportive-sidekick-flunkies). With a bit of (mostly) knight & conj support, CoR is seemingly now more than ever before the barbarian class's (along with those pesky boss-ammy/ring-using max-range uber-mark's) personal RvR-paradise (Barbnumb Online!) .... but hey, we'll see:warning:
ice_zero_cool
08-07-2014, 11:46 PM
just... wow. i really like what i see here, will have to test around a bit.
tho i still think that no-op-gear hunters might still be underpowered damage-wise...
esp_tupac
08-08-2014, 12:15 AM
warlock changelog analysis:
mindpush effect reduced : barbs now have better chance of roar and more normal hits before mages can get away. considered nerf
Prick ivy duration reduced : nerf
willdomain : more points commitment now. consider nerf
silence : nerf
timemaster : new spell, unknown
slow: effect reduced. nerf
windwall : range dmg protection increased. buff
crystal blast : nobody use cuz it's melee range, high casting time
golem fist: nobody use cuz high cooldown, high casting time of 3 sec and high mana cost
sultar's terror: knock chance removed, buff (NDG's promoting the use of terror now). effectiveness still to be tested
darkness: big fucking nerf, duration at lvl 5 is 15 sec with a cooldown of 2 min, range 20, and casting time of 2 sec... why would u even bother casting it if it only last for 6 sec at lvl 1. PA can not dispell it anymore but duration is so low now it's no longer effective.
freeze : nerf
frozen storm : new, unknown
Overall, only windwall gets a bit more juice and willdomain gets a longer range (same for the other class). terror gets a buff. Everything else is nerfed...
In this changelog, NDG buffed the arcania tree in order to promote the use of Terror. However, as all the ccs are nerfed, discipline points for warlock become more scarce. This change is a huge blow to warlock class as its attacks rely heavily on these cc chains.
We will see how this whole thing plays out though. Warlocks will have to adapt and come up with new tactics to take down enemies because now warlock have less effective ccs and don't have enough dmg output compared to other OFFENSIVE dicipline class...god help us
Less than 5% of overall population play warlock. I think that number is gonna drop again. Who the hell would play warlock now? shit dots dmg that can be dispelled in RvR, now shit ccs, plus shit defense and shit range...lol I honestly don't see any merit in this class anymore...
I can image those poor warlocks stick their heads out in front of the zerg to cast a 3 sec + gcd + 1 sec range 30+ little Terror and then get raped immediately after by barbs that are charging cuz frozen storm is gone... timemaster is gone...mindpush nerfed, ivy nerfed, freeze nerfed. all u got is a fucking windwall with a 15% ranged protection lmao. holy shit this is sad.
Lebeau
08-08-2014, 12:30 AM
warlock changelog analysis:
...nerfed...big fucking nerf...huge blow to warlock class...god help us...raped...holy shit this is sad.....and so continues the so-called-'offensive' warlock class's long decline into imbalanced near-uselessness & marginalized decrepitude in RvR (Hey, but locks can still be cannon-fodder targets tho, right? YAY!). FFS! If all this is part of that "new path" that NGD promised recently, then why does it all exactingly resemble so closely the old, bad-balance road we were already on since around 1.6.1, four years ago?!....(just saying).
:confused:
esp_tupac
08-08-2014, 01:45 AM
I went through all my spells on amun.
Here is a possible future warlock setup:
meteor 4 (7sec)
ivy 3 (4sec)
frozenstorm 2 (works like area distract shot 7sec)
beetle 3 (7sec)
iceBlast 5
lightning 5
CrystalBlast 5(tested conclusion: shit spell too low dmg, junk)
Sultar's Terror 5 (era of range 30 staff begins, it's going to be a tactical spell
to get close to enemy as opposed to just an area knock)
Soulkeeper 4
silence 3 (4 sec)
freeze 2 (5 sec)
willdomain 3 (4sec)
energyBorrow 4 (can't spare any more points)
sadisticServant 3
vamp 4
AmbitiousSacrifice 4
Mindpush 3 (-35% movement speed, old one was -55% at this lvl)
twister 1
slow 4 (-17% movement speed, old one was 25%)
windwall 2
arcaneDev 5
barrier 5
timemaster 4 (same range and style as MoD but last only 10 sec, tested conclusion: duration and area range is too low to be effective at all, junk)
dispell 4
Master of Doom 5
-------------------------------------------------------------
possible spell chains using the above warlock build:
Approach 1: meteor, ivy, ice, freeze, willdomain, beetle, lightning, crystalblast, frozenstorm, ambitiousSac, silence, meteor, energyBorrow, servant (at this point all ur ccs are in cd, no more continuous cc chain)
Approach 2: terror, ice, freeze, willdomain, beetle, lightning, crystalbast, frozenstorm, ambS, silence, ivy, (enemy can dizzy you here cuz silence too short )meteor etc etc
Approach 3: terror, ice, timemaster (this spell is now the core spell that's either gonna bury us or save us as all future chains will be evolved around timemaster), willdomain, beetle, lightning, crystalblast, freeze, ambs, silence etc etc.
Approach 4: use trees and obsticles in wz to disrupt enemy spell chains and buy you time to recharge ur own spells as well as avoiding enemy ccs and apply all 3 previous approaches as you see fit.
Good Luck warlocks!
Hollow-Ichigo
08-08-2014, 04:01 AM
I have a new idea for warlocks
I call it the 'grind a marks' approach
esp_tupac
08-08-2014, 04:08 AM
I have a new idea for warlocks
I call it the 'grind a marks' approach
more like "grind a knight" approach...look at how op they are in pairs....PA, heal, precise block. Next era belongs to knights ladies and gentlemen. I suggest u start grinding XD
kama Sutra
08-08-2014, 06:24 AM
Hey, when you made this kind of change, juste take few second to think about new player or low level. Every changes has been made for high level of RvR or PvP. But did you even think what kind of setup a low level mage (as an example) could do to be effective, as much as he can be effective. And, the moment he will try WZ, he will probably die in 4 or 5 secondes no chance of defense.
And its the same situation for hunter, marks, warlock, conju.
Just take Pricking Ivy for an example; a mage could get a decent grind setup at lvl 3, now he has to put it lvl 5 to get the same result, so two more PP to spend for the same result and 2 PP less to put it somewhere else. Same for Will domain, has to put it at lvl 5 to get the same result he has atm. So, with 2 single spell, low level lost 4 PP. That is not nice at all...
DogFish
08-08-2014, 07:21 AM
Good that we're getting a balance update, some thoughts.
*Sultar's Terror: Duration 2-6, knock chance 100%. Seems like sultar chains will be possible again. Make it so that knocks don't stack.
*Mass Rezz: This spell seems too powerful with no drawbacks. If they get rezz immunity, then level 1 is enough for most purposes. Imagine there are many players down at a fort door. Conjurer pops out in sanctuary, casts mass rezz 1, all players rezz and are immune. I suggest putting a limit on the number of players resurrected. (Level 1=1 player rezzed, level 2=2 players, similar to old vital surrender).
*Mage/Barbarian Spacing: Mage Mental CC's have been heavily nerfed. Barbarian speed/damage remain the same. Barbarians gain some dizzies. I believe that this will make it very difficult for mages to effectively play/survive. This should be watched carefully.
*Archer Skill piggybacking: Dual Shot/Shield Piercing are castable at any point in attack cycle with 0.5 cast time (Similar to Ensnare). Now Archers can rotate through attack+skill for a nice increase in damage. Both skills multiply damage (120%+120 slash=dual shot5, 150%=shield pierce 5). However, this may allow archers with boss jewelry to do even more absurd damage.
*DI: DI should be looked at again, especially in the context of Barbarian with DI. Prickling Ivy has been nerfed, mages are especially vulnerable to a Barbarian with DI. With CCs being reduced in duration, DI, Confuse, and Darkness need to be looked at again.
*Golem Fist: Low Level damage was increased, but no one will use it because it's still cooldown 60. For comparison, Lightning and Ice Blast will do more damage and have cooldown 20.
*Silence: duration 2-6 and cooldown 60 for a single target, range 25, non damaging dizzy? The cooldown seems too long. For comparison, Burst of Wind has cooldown 40.
*Ribs Breaker: Changed to cd 40. Balestra still remains cd 25. Is this intentional?, considering that the spells are essentially the same except for damage type.
*Lightning Arrow: The effect and duration have been heavily nerfed. I would consider reducing the cooldown from 3 min.
*Armor System: Please look into this. Numerous threads on the topic. Penalizes low damage characters and barely affects hard hitting characters (barbs/boss jewelry archers).
In any case, this update needs to be thoroughly tested on Amun before being released. Would people be interested in organizing some large scale fights on Amun? Maybe on the weekend?
Tamui
08-08-2014, 07:58 AM
Mass Resurrection! Yes! Wohoo! :D
As general:
Great job about reducing durations on CC spells.
My main view will be regarding Conjurer and Marksman.
Conjurer
Summon Tree got a few good points. I agree with all points there. How's the duration and cooldown though?
Life Tree: Mass Resurrection! Yes, my beloved spell. Good job on that.
Sorcery: Steel Skin. Hmm. Well we can't certainly be as effective with reduced CC and the complete overhaul of Timemaster.
Mental Tree: All CCs were nerfed. That's good. However you're inflicting more damage on Conjurer rather than Warlocks.
Timemaster? Cool concept but too much mana for its effects. The Freeze effect was good. It wasn't great because only 4+ really did work.
Enchantments: All good. Perhaps something about the debuffs.
Staff Mastery: They're the only thing that are decreasing the grinding cuve. So +1 anyhow.
Overall: More good points rather than bad. I feel Warjurer has taken a hit as in a Mental setup. The impact will be less seen in grinding as CCs - except for Pricking Ivy, as it deals damage - aren't much used.
In war, people need to get used to the 2s annoyance instead of 3s (3 seconds on 1 was perfect to the supporting Conjurer).
Timemaster - I'm still not sure about it. Good concept but it will be in a high level with high mana and probably with the same 2 minute cooldown.
Marksman:
Good job on Arrow Mastery. The least used spells got an upgrade, perhaps we'll see more variety now.
Aiming Mastery are interesting. Dead Eye was good with it's attack speed malus. Now it's even better.
Focus - Not sure anybody uses that. But! Now gives the possibility to use without being a dead man walking. Maybe it will prove useful against Son of the Wind. Apart from that, not sure there are any other use for it.
Well done on Archer trees imo. I like seeing Point Shot and Adaptability be of use. Bad news for Mages. Adaptability is going to be heaven with a Dirty Fighting + Rapid Shot + Cold Blood combination.
What I'd like to see be done:
Mounting of relics removed.
Regards.
halvdan
08-08-2014, 08:10 AM
I love most changes!
Didn't see em in game yet, but sounds good to me.
Loque
08-08-2014, 09:10 AM
Deafening Roar:
The 1 second cast time on this spell needs to be reviewed, it's just too much. Reducing the duration was enough in my honest opinion. Did some tests and it is almost impossible to cast it in time on intended target (at 200+ ping my regular) and the target goes always out of range before you could finish the cast. It's only useful as a random spell now in zerg wars or at fort doors, where you take 1s to cast it hoping no one would knock you down before it goes out.
Please don't make the game static like this, with all other good things going.
The_Pirate
08-08-2014, 09:37 AM
Re barbs:
Def been nerfed quite significantly. Off actually improved through blunt/slash/pierce trees but at cost of mana and CD. Basically it makes it harder for barbs to actually reach the enemy, and once there we'll need to think more carefully about what to use. But we remain effective killing machines - if we actually get to target.
Fort wars though will definitely not be barb's business, but knights business - especially door fights.
Not yet sure how this affects gameplay. My tactics need complete re-writing :D. Looking forward to the changes coming alive on main server.
Need to grind a knight!
Shwish
08-08-2014, 10:46 AM
These changes might actually make me play this game again. However I probably wouldn't bother playing my warlock anymore.
Also: Dual Shot cast time
Def been nerfed quite significantly. Off actually improved through blunt/slash/pierce trees but at cost of mana and CD. Basically it makes it harder for barbs to actually reach the enemy, and once there we'll need to think more carefully about what to use. But we remain effective killing machines - if we actually get to target.
Most movement reducing effects have been significantly reduced without adjusting the barbarians speed so in actual fact it might be even easier for barbarians to catch a range class without the use of roar. This remains to be tested.
Adrian
08-08-2014, 11:29 AM
We added the command -reset_powers in Amun. You have to have 600 gold at least to use it, because we didn't want to mess with the functionality so it stayed like that :tonguey:
Also, the changelog has this line missing:
- Fixed: Super Bosses in the War Zone (Thorkul, Evendim, Daen-Rha) are now level 60 and also drop items for players of this level.
time-to-die
08-08-2014, 11:36 AM
- Fixed: Super Bosses in the War Zone (Thorkul, Evendim, Daen-Rha) are now level 60 and also drop items for players of this level.
What about archers? Can they also drop now at bosses or are they still useless?
Shwish
08-08-2014, 12:20 PM
Darkness: Duration reduced to 6-8-10-12-15 secs from levels 1 to 5. Cannot be dispelled anymore.
I would like to propose a similar change to Divine Intervention to balance this out.
Loque
08-08-2014, 12:21 PM
Re barbs:
But we remain effective killing machines - if we actually get to target.
No, not anymore. We are part of the group now unlike the charge of the group before. With the shortage of power points, both barb's defense and damage will come down, CCs will take preference and timing will be everything. Zerg wars on the other hand will have to be tested. But if you are taking barb on solo or small group rides, then you better have skilled the spellbook to the T and you won't get second chances.
For example, what a barb could do in one kick before, now needs kick and rote both to do the same thing (hypothetically speaking). The game has just become more creative and it's a good thing.
The only people having advantage over the generic group now will be the ones having boss jewels and such. Hope NGD look into fixing those things too in the future.
Blastard
08-08-2014, 12:21 PM
Seems like a really nice update, can't wait for it.
One thing, on Amun Sultar's Terror appears as [err][power_display_name][313].
And if you could post properties of new warzone bosses' items it'd be really nice :P
schachteana
08-08-2014, 12:54 PM
With all mental spells being nerfed so much (which is good, I think), it will be even more difficult for mages, especially warlocks, to defend themselves against barbs buffed with unstoppable madness and divine intervention.
Those two spells are waaaay too strong together. Please, do consider solving this problem somehow, for example you could say that UM disables the effect of DI temporarily. This way, you could also nerf mindsquasher in the means of "remove all foreign buffs" and not "remove everything" (should be 100% then, though).
Armor calculation has to be rethought a bit, of course ... it is being done 100% absolutely which creates enormous disbalance between lowies and highs, as well as between jewlery users and non-jewleriers. Imo, this is the most important issue of all
I may be mistaken
It is nice to see you decreased barb defensive
We added the command -reset_powers in Amun. You have to have 600 gold at least to use it, because we didn't want to mess with the functionality so it stayed like that :tonguey:
thanks a lot! (y)
_Kharbon_
08-08-2014, 01:23 PM
While we are at nerfs, I believe mind squasher, DI and MoD should be considered for a nerf.
Loque
08-08-2014, 01:40 PM
Remove Fulminating NGD. Go ahead, I dare you, make it more interesting :D
schachteana
08-08-2014, 02:39 PM
bossdrops, will add more soon (http://cor-forum.de/DATEIEN/update/boss.php)
regards
NotScias
08-08-2014, 02:44 PM
Even if I'm not playing this since quite some time I keep an eye on what used to be my favorite time wasting activity.
Most of the changes are quite long due and welcomed, I particularly appreciate the CC duration reduction, the revival of useless spells (Mass Rez, Splinter wall...) and the reduction of barb tankiness (as they should NOT be tanks), so it's definately a big step in the right direction.
However I still think it's far from enough, especially on the Mage side.
Mages and especially Warlocks suffer a lack of direct damage since the lv60 level cap and little has been done to address that. I still believe they need scalability like amplified spell damage from +Int stat or more spell levels (like 7-8). Also while CC durations have been reduced, the casting times are still a painful chore leaving mages still as clunky to play and more vulnerable as they ever were.
Absolute armor reduction is also something that should die a horrible death because it just amplifies imbalances between gear quality, character levels and so on...
So yeah, while I think it's a good step in the right direction, I'm sad to see that it's just superficial balancing and not fixing the root issues once and for all like armor reduction, resist/evade system and spell scalability. It's also sad to see some spells and trees like Staff Mastery just had slight changes while they needed complete revamps.
In fine we just have the same old boring and broken combat system and spells, just with slight temporary changes that will need rebalance in x months/years, rather than fixing the roots, get new innovative and original spells, and another combat system that doesn't have to heavily rely on resists/evades.
Still not a good reason to come back but I still keep an eye on the next balance updates.
Blastard
08-08-2014, 02:59 PM
bossdrops, will add more soon (http://cor-forum.de/DATEIEN/update/boss.php)
regards
Thanks!
10chars
Madrio Avertion
08-08-2014, 03:30 PM
We added the command -reset_powers in Amun. You have to have 600 gold at least to use it, because we didn't want to mess with the functionality so it stayed like that :tonguey:
Also, the changelog has this line missing:
- Fixed: Super Bosses in the War Zone (Thorkul, Evendim, Daen-Rha) are now level 60 and also drop items for players of this level.
Drops Level 55 :dumbofme:
Rising_Cold
08-08-2014, 03:37 PM
Drops Level 55 :dumbofme:
ala stuff is lv 55 too and ppl use it..
how else is NGD going to get people to gamble for legendary stuff?
Im very happy with the change, finally lv 60 toons can get gold again <3
xayne
08-08-2014, 06:24 PM
Why are you killing fulminating expansive wave? No one on Haven I have seen even does this. One of the coolest barb moves gets destroyed.
It's friggin idiotic to just remove everything you see as OP. It's going to be a game of knights and conjus now literally hitting each other with nerf toys.
This is the future of RO gameplay...
NGD, how is a barb without boss jewelry supposed to kill a skilled knight now? Do you get your ideas for balance from people that actually play the game?
schachteana
08-08-2014, 06:48 PM
Why are you killing fulminating expansive wave? No one on Haven I have seen even does this. One of the coolest barb moves gets destroyed.
yes, true. even worse that you won't be able to use it with fulminating. I don't think this was necessary. Barbs AoE dmg was quite balanced, I'd say.
It's friggin idiotic to just remove everything you see as OP.
No, that's exactly the right way. Plus, they aren't removing anything, they are adjusting it and trying to make other spells equally useful.
It's going to be a game of knights and conjus now literally hitting each other with nerf toys.
why would you say that. barbs still deal a whole LOT of damage, their defense just got decreased which is the right thing to do
NGD, how is a barb without boss jewelry supposed to kill a skilled knight now?
Idk, maybe with their 2k norm hits.
Even if they can't - duels have never been balanced, this game is oriented on RvR.
Loque
08-08-2014, 07:07 PM
yes, true. even worse that you won't be able to use it with fulminating. I don't think this was necessary. Barbs AoE dmg was quite balanced, I'd say.
Not exactly, the new buffed up areas are very decent. I think they made that change in regards to this, not how old AoEs of barb were.
Idk, maybe with their 2k norm hits.
Timing. (you can forget 2k norms from normal geared barbs from here on)
xayne
08-08-2014, 10:26 PM
Idk, maybe with their 2k norm hits.
Even if they can't - duels have never been balanced, this game is oriented on RvR.
So the knight will stand there in offensive stance with no army of one during the few seconds I am in fulm madness? I did say 'skilled knight.' Hell they don't even need to be all that skilled. I think knights with a pulse know when to block.
After that awesome shot in madness it's over with knights two knocks and constant defensive support.
Hollow-Ichigo
08-08-2014, 10:43 PM
Barbarian will no longer kill knight 1v1 lol.
Zina Pallas
08-08-2014, 11:06 PM
Barbarian will no longer kill knight 1v1 lol.
kick and feint both 6sec duration and 30sec cd. There will be no way to properly chain-CC anymore, so knights will be wrecked even harder by barbs from now.
Loque
08-08-2014, 11:22 PM
kick and feint both 6sec duration and 30sec cd. There will be no way to properly chain-CC anymore, so knights will be wrecked even harder by barbs from now.
Now this is wherein lies the problem :p. It is not necessary to have every CC at lvl5. This is why people are disgruntled I think because of things like the new lvl5 CCs fall well short of the old lvl1 ones, etc. It is time to get creative and let go of past habits. The charm lies in adapting to this new model of game that we are going to play.
The game is about to become furiously brainy and agile. Get creative xD
rossi
08-08-2014, 11:37 PM
Thanks for the knight's changes, we really didnt need that much but thanks lol.
Knights with 3 instant dizzy spells (jaw breaker, back slam and shield bash) pretty cool lol id love to see mages (slartibartquit) faces now. Seriously, too op.
And now blunt tree became god's tree right? Didnt even nerf damn op mindsquasher and you add instant dizzy and a super area, rips breaker's cd is what you took in exchange? Because balestra stills as always.
About barbarian's 'nerf', i think they got kinda nerfed in 1vs1, but war its what matters, and they got a pretty useful skill with +175% crit chance for 15 seconds that in my opinion will rekk everything.
They improved a LOT of dizzy spells, areas included (warlock's spells and pierce area). And barbarian is the only one whos not affected by much by dizz spells, they just need to be buffed and they will normal hit like they always did, i think that was their point.
rossi
08-08-2014, 11:44 PM
Btw now that knight is called god why dont you change 'Troll Skin' bonus? Thats all i wanted for knights before this update, and rigorous preparation ofc (useless). Change the +450 hp bonus from 2007 for a 10-15% hp bonus, 450 hp works only on ao1 :)
TheBarbarianAlsius
08-09-2014, 02:17 AM
About barbarian's 'nerf', i think they got kinda nerfed in 1vs1, but war its what matters, and they got a pretty useful skill with +175% crit chance for 15 seconds that in my opinion will rekk everything.
Hey man!! you really wasted 5 points in 1 power that only works for 15 seconds , cost 330 de mana and have 3 min cd? , its for Hammers! 90% are Very Slow , and in that 15 secs you can get caught for some CC , Slow.
I like new Colossus , but i hate new Roar.. its so useless.. , in the past and now it was my 1# power to win pvps .. 2 vs 1 , 3vs 1 etc... but with this changes in amun im thinking to get it out of my setup..
Pery3000
08-09-2014, 03:28 AM
Make Ripost Instant :poster_spam::dumbofme::hat:
Lebeau
08-09-2014, 07:32 AM
...Get creative xDOk, I will (here on forums tho, not in increasingly IMbalanced game). Just so we are clear from the very start, I liked (& still like) playing knight best of all 6 classes LONG before this update, but that said, it does NOT make the in-your-face-package on Amun atm right or fair in any way at all.
The more I read this thread, the more of a trend I see in it. Irsh is a very solid player, but he is also UNapologetically the biggest barb-class fan-boy on the server too. He LOVES & exclusively plays the class as only few can. He LOVES this 'update' too & wants it to go live. To me...THIS...SPEAKS...VOLUMNS! It assuredly all adds up to "warriors rule, others drool" (FFS, AGAIN?!).
This makes how many 'balance' updates in-a-row over past several years that the warriors have walked away as the BIG winners & all the other classes got nada or worse, lost out? 1/2 a dozen? More? In aggregate, EVERYthing since just before WM (almost 4 years ago) until now has been a boon to all warriors, but a bane to all archers & mages. After promising a "new path" recently, why now this blatantly obvious & unfair CONTINUED discrimination & marginalization of archer & mage classes in RvR (especially hunters & locks, again)? WTF?!
Look at it this way: game classes are like spells, both used & unused. If a spell is less used, we say it is a BAD one, or even describe it as useless if entirely UNused, right? Ah, but if a spell gets skilled & used often, it's because it's thought of as very useful, & we call that a GOOD spell. Sometimes, we even say it's OP. The catch here? Warriors are ALREADY the MOST played class by FAR in this game. FACT! Thus, they are OP, or at the very least, the best & most useful sub-classes, as they ARE getting used/played the most. FACT!
Marks can still effectively harass (at least) from longest ranges & conjs will always be VERY welcome as long as they can heal, buff, dispel, mana-tize, etc. What about the others tho? If the devs want to FURTHER nerf hunter & locks even more than they ALREADY are, & make them of lowest impact &/or highly UNsurvivable in full-on largescale RvR, then realistically, why even leave these sub-classes in the game? To be easy-meat targets for the real killers? To track? (sure can't stalker for fuck anymore) To (-insert something important a lock will still be able to do WELL here; I surely couldn't-)?
TL;DR: Why is this 6-subclass RvR game increasingly becoming some kind of funhouse-mirrored reflection of a really bad gladiator-movie, with everyone else either serving &/or getting served-up to the warriors? Honestly?!
:confused:
gluffs
08-09-2014, 09:45 AM
Thanks for the knight's changes, we really didnt need that much but thanks lol.
Knights with 3 instant dizzy spells (jaw breaker, back slam and shield bash) pretty cool lol id love to see mages (slartibartquit) faces now. Seriously, too op.
I agree to this, making our dizzy spells instant combined with our current instant
cc spells will be a bit over the top. The 0.5 casting time on Shield bash as an
example was fine.
Wiedeking
08-09-2014, 11:03 AM
Like this update, but we need a dmg nerf for babas to balance things well.
Loque
08-09-2014, 12:08 PM
The more I read this thread, the more of a trend I see in it. Irsh is a very solid player, but he is also UNapologetically the biggest barb-class fan-boy on the server too. He LOVES & exclusively plays the class as only few can. He LOVES this 'update' too & wants it to go live. To me...THIS...SPEAKS...VOLUMNS! It assuredly all adds up to "warriors rule, others drool" (FFS, AGAIN?!).
Have you even tried the update on most classes and in different algorithms on Amun? It has nothing to do with who plays what, barbs got hit a lot, lost defensive support, the 1s roar, lost defense, etc.. yet I'm very eager to play this update on live.
Simply because if and when you engage in RvR, it makes a lot of sense. There is no more 'oh wait let me freeze/stun him for 15 seconds, then have a coffee, then a cigarette and then I can knock him". This update will put everyone on their toes, think quick, think immediate, skill the trees to the last poignant detail.
I tried various setups in many different combinations, and the results I see are amazing with many possible scenarios. And this is not from a barb's point of view, but speaking interms of RvR. NGD are definitely on the right path. It is a new game for everyone now, adapt to it and enjoy it.
Loque
08-09-2014, 12:19 PM
About barbarian's 'nerf', i think they got kinda nerfed in 1vs1, but war its what matters, and they got a pretty useful skill with +175% crit chance for 15 seconds that in my opinion will rekk everything.
No it still is random, I tried it together with Martial Reflexes, first attempt I got 2 crits in those 15 seconds, the next I got none. It is too much investment with it's duration, CD and mana cost for a random buff.
Wiedeking
08-09-2014, 12:49 PM
I assume that the recuced duration of stun and knock is the greatest buff for all the barbs out there. With di and disp every now and again you can just run around hacking and slaying.
Funfact: You can no longer use fulm and exp wave together. But Typhoon etc. now do 150% weap dmg, what is not exactly the same but pretty much. :drums:
Loque
08-09-2014, 01:08 PM
Just got an update on Amun, and I see the total power points as 82 instead of 85. Can someone confirm this?
http://i.imgur.com/hOIsnr1.jpg
pieceofmeat
08-09-2014, 02:11 PM
It seem like a good start to me.
But Devine Intervention, please!
schachteana
08-09-2014, 02:14 PM
Just got an update on Amun, and I see the total power points as 82 instead of 85. Can someone confirm this?
http://i.imgur.com/hOIsnr1.jpg
I can't, still 85.
But there are STILL some players who haven't got their missing power points back from the former feint spell ..
Adrian
08-09-2014, 02:44 PM
Just got an update on Amun, and I see the total power points as 82 instead of 85. Can someone confirm this?
http://i.imgur.com/hOIsnr1.jpg
There are no changes at all there. We will look into your character to check what's happening.
Also, we added the second access to Eferias. We're working on the other castles too.
Loque
08-09-2014, 03:19 PM
There are no changes at all there. We will look into your character to check what's happening.
Also, we added the second access to Eferias. We're working on the other castles too.
Thank you :thumb_up:
Here is the new Eferias pass if anyone's wondering.
http://i.imgur.com/WqPUC3C.jpg
Nice work.
schachteana
08-09-2014, 03:25 PM
bug
concerning mass ressurrection:
"Resurrection Dizziness added on revival" does also apply for all living allies around. This means that in an area of 6 meters, everyone of your realmmates will be immune to everything for a few seconds, which probably isn't intended.
(seems noone has reported it yet)
Latan
08-09-2014, 03:54 PM
Are you thinking about revamping mage's spells? i mean a total revamp to make them scale properly according to level/staves/int/whatever?
the gear keeps growing among servers, but the warlock's damages and the conju's heals are the same from years.
i mean...something like that is in the general roadmap (maybe something that can be finished in 6 months or even in 1 year) or the general settings of the mage's spells are going to remain more or less the same with some adjustements in the long period?
errei
08-09-2014, 04:51 PM
There are no changes at all there. We will look into your character to check what's happening.
Also, we added the second access to Eferias. We're working on the other castles too.
nice!text text
sathius
08-09-2014, 04:51 PM
Hey, i have rather mixed feeling about the changes to warlock class, at the moment i feel it will be possible to still play it in more of a solo situation when hunting or fighting single players the changes have defiantly caused some issues , i was playing alot with mag mage on Anum yesterday and we both found that there were just not enough spells to maintain a long chain normally we would just be left standing there with nothing left to cast or one of us would just run out of mana, i put this down to the the amount of points which need to be put in to have a reasonable spell level it feels a lot to me like i am back at level 50 again yet this also will defiantly cause issues with low levels i do not think at the moment that a low level warlock maybe 45-55 is going to stand much of a chance at all in the war zone and lower levels are going to have a much harder time grinding. Aside from points i see time master as a pointless nerf the spell was very defensive and extremely useful to take out players sneaking up behind or in maintaining chains the changes although i see them being useful against a barb are not worth the valuable points needed putting in to the spell and also the effect of subtracting cast speed seems to be rather pointless as i only see it being useful in a mage pvp and even then only for a very short 10 seconds if they don't dispell. In short i feel that more points need to be given to mages in order to make things easier on low levels and make the class more attractive to them and that time master defiantly needs another rethink.
errei
08-09-2014, 05:10 PM
• Fixed: After reskilling and having enough points in tame skill, pet cannot be revived because it's not dead, but not spawned.
RIP Toltar of War and RIP Trall of War :crying1:
Dumberest
08-09-2014, 06:12 PM
Hey, i have rather mixed feeling about the changes to warlock class, at the moment i feel it will be possible to still play it in more of a solo situation when hunting or fighting single players the changes have defiantly caused some issues , i was playing alot with mag mage on Anum yesterday and we both found that there were just not enough spells to maintain a long chain normally we would just be left standing there with nothing left to cast or one of us would just run out of mana, i put this down to the the amount of points which need to be put in to have a reasonable spell level it feels a lot to me like i am back at level 50 again yet this also will defiantly cause issues with low levels i do not think at the moment that a low level warlock maybe 45-55 is going to stand much of a chance at all in the war zone and lower levels are going to have a much harder time grinding. Aside from points i see time master as a pointless nerf the spell was very defensive and extremely useful to take out players sneaking up behind or in maintaining chains the changes although i see them being useful against a barb are not worth the valuable points needed putting in to the spell and also the effect of subtracting cast speed seems to be rather pointless as i only see it being useful in a mage pvp and even then only for a very short 10 seconds if they don't dispell. In short i feel that more points need to be given to mages in order to make things easier on low levels and make the class more attractive to them and that time master defiantly needs another rethink.
yes new players are really going to struggle.this update is going to create an even larger gap for new players to deal with when first entering the WZ.now players like lucky luke or d'arch can farm lowbies even easier from 50m.lvl 45 barb trying to do quests is going to die faster than ever now.
this update gets a thumbs down from me.its going to turn into knightnum and a place where newbies dont stand a chance.that to me is a bad thing,we need the new growth.
i dont think NGD even considered the effects on newbies at all..it appears that way to me anyways
V1r14
08-09-2014, 06:22 PM
There are no changes at all there. We will look into your character to check what's happening.
Also, we added the second access to Eferias. We're working on the other castles too.
Pirotess Fox (Valhalla) has also just 81PP. Please have a look at his Account, since he doesn't have a Forum-Account.
Loque
08-09-2014, 07:11 PM
There are no changes at all there. We will look into your character to check what's happening.
Also, we added the second access to Eferias. We're working on the other castles too.
Adrian, I think I have a hunch for my missing points and well as others maybe. I had logged this character on Amun during Football event before this balance update. Then I had used 3 points into defensive support, so with that being gone, it might have taken my points too.
So maybe if you could reset my character, they might come back :p
Pery3000
08-09-2014, 07:29 PM
yes new players are really going to struggle.this update is going to create an even larger gap for new players to deal with when first entering the WZ.now players like lucky luke or d'arch can farm lowbies even easier from 50m.lvl 45 barb trying to do quests is going to die faster than ever now.
this update gets a thumbs down from me.its going to turn into knightnum and a place where newbies dont stand a chance.that to me is a bad thing,we need the new growth.
i dont think NGD even considered the effects on newbies at all..it appears that way to me anyways
I thought you quit.
Lebeau
08-09-2014, 11:55 PM
...I'm very eager to play this update on live...This update will put everyone on their toes, think quick, think immediate, skill the trees to the last poignant detail...NGD are definitely on the right path. It is a new game for everyone now, adapt to it...Well, see it all really big-picture, as a seamless whole, all related & intertwined together. The working 'balance' of CoR, as it is, is to somehow actually balance all of the inherent game-factors: damage, soak, hit points, & movement/distance/time (separate but highly-related, basically one often = the others). The current Amun-test-package is greatly reducing many of the 'time'-factor components of game (cc's give you time, which allows for movement, which gives you distance, either closer or further).
Ah, yet none of the other factors above have been impacted nearly as much, if even at all. Therefore, those particular classes who overly depended on the 'time'-factor component moreso than the other factors are getting royally screwed in this game version & are the big losers. You cannot adjust just one factor heavily & then not near-equally adjust the other factors & reasonably expect a fair & balanced end-result. No way!
Is this goes live as is, RvR in this game will increasingly be even more of a brawling dps/soak slugfest, which obviously favors those who 1) hit hardest, 2) soak damage best, 3) have the most hit points, & 4) run fastest [or 5) can safely hit from the furthest away]. Who are the really big winners in these 4 (ok, maybe 5) categories? Can you say: warriors ... warriors ... warriors ... warriors ... (& maybe marks)?
:lighten:
p.s.: I said it before politely, now I'll just be blunt: if Irsh really likes this 'update' (& he seemingly does, alot), it's because overall it's a literal windfall-of-advantages for barbarians. His personal class is ‘winning-the-lottery’, he knows it & he’s happy as a clam about it. That which makes a one-class-addict so very, very happy should definitely give the rest of us serious pause. Period. We really need to reflexively scrutinize all this very hard, objectively reflect & intuitively question it....
Kyrenis
08-10-2014, 01:57 AM
p.s.: I said it before politely, now I'll just be blunt: if Irsh really likes this 'update' (& he seemingly does, alot), it's because overall it's a literal windfall-of-advantages for barbarians. His personal class is ‘winning-the-lottery’, he knows it & he’s happy as a clam about it. That which makes a one-class-addict so very, very happy should definitely give the rest of us serious pause. Period. We really need to reflexively scrutinize all this very hard, objectively reflect & intuitively question it....
As someone that actively plays Knight, Barb, Conj and Lock, I think this update is beyond amazing and a step in the right direction.
Pery3000
08-10-2014, 03:40 AM
As someone that actively plays Knight, Barb, Conj and Lock, I think this update is beyond amazing and a step in the right direction.
I thought you quit.
Loque
08-10-2014, 10:13 AM
p.s.: I said it before politely, now I'll just be blunt: if Irsh really likes this 'update' (& he seemingly does, alot), it's because overall it's a literal windfall-of-advantages for barbarians. His personal class is ‘winning-the-lottery’, he knows it & he’s happy as a clam about it. That which makes a one-class-addict so very, very happy should definitely give the rest of us serious pause. Period. We really need to reflexively scrutinize all this very hard, objectively reflect & intuitively question it....
Looks like you edited your hate post from original.
And just because you don't know my alts doesn't mean I don't play other classes. And much less we certainly don't need balance advices from someone who just sits at cs and bitches and bitches and bitches about the game, NGD, other realms, multirealmers, utter-nonsense-no-one-cares-talk for years on end no matter the situation and is possibly currently inactive.
Now please stop derailing this thread with your nonsense and hate for me and post some actual working model of why you could think this update is bad. I won't reply to your dribble anymore.
Loque
08-10-2014, 10:58 AM
Coming back on topic, any changes expected in Confuse? With other CCs reduced, Confuse is still on 22 seconds at level 5.
Kimahri_Ronso
08-10-2014, 11:53 AM
Distracting shot's cd is 60 sec now, duration 15 sec on lvl 5, mana cost 250.
On Amun the duration was nerfed to 8 sec on lvl 5 but the mana cost is still 250 and the cd still 60 sec. Is that intended? Don't you think that for that 7 sec the mana cost is too high and the cd is too long? I do.
Seems that only the duration of spells was adjusted /nerfed and the mana cost and the CD was ignored....
Anyway, looking forward to the changes, at last something happens :D
BTW, what about dragons drop amulet again? Now that the super-bosses become lv 60,, dragons should drop amus too IMHO.
Doom-Elf
08-10-2014, 04:34 PM
it wold be normal if Stalker ask for ally to cast it but this duration ..... 15 s on that speed ...... well Frosk why you guys don't remove move speed on hunter total and maybe put camo on 15 s as well and reduce tracking or remove that to ..... every update hunter lose more and more (from 15 % wild spirit to archers skills ( speed on sotw and 40 % move speed when enemy is in 5 m distance ok with that even marksmans lose then remove death sentence from marksman but put it as skill that is for melee dmg and hunters use arrows and range then let's not forget (archer ) Spell elude from 55 % on lvl 5 to just 55 point and duration / cool down on Acrobatic 120 s / 120 s and same on Spell elude to redced one ... only what hunters get is real Cold Blood and you reduce that as well now ..... only inproved is Shild piercing on LB and it's more helpfull for marksmans then hunters because Dual shot is good even now only have 1 sec cast down and if you wana it on lvl 5 you can't use WM skill or you need remove some of real inportant skills for hunter ) so let's just finish this and remove all from once ... maybe to remove hunter as class as well ....... maybee to remove hunter as class wold be best to do Frosk because you screwd it already big time
Dumberest
08-10-2014, 06:24 PM
i dont understand why we need all these changes.imo they wont create balance they will create more imbalance.why wasnt DI looked at.knights being able to dispel is another thing i find out of balance.the knight wm skill to heal is also out of balance i believe.
im all for changes if they help the game.all you have done in this upcoming update is nerf hunter to the point its practically useless at forts now(if it wasnt already).you have made marks stronger and that wasnt needed at all.
you did nothing about introducing boss jewellery and that imo causes so much imbalance.you can have a 5 on 5 fight and then a player as strong as luke or d'arch joins in and totally ruins all strategic and tactical game play needed to win because they have so much damage.they throw what was a great fun fight out the window and reduce it to a one sided slaughter.its not thier fault,id use that gear too if i was able to get it.why not make boss jewellery available to everyone,then you dont need to worry about recoding the game to make thier effects less noticable.
its getting harder and harder to find fun fights lately.they are always one sided and its boring as heck for many of us no matter what side were playing on.
Hollow-Ichigo
08-10-2014, 07:38 PM
Hunters are still OP. Just need pets to be useful
Lebeau
08-10-2014, 08:12 PM
Looks like you edited your hate post from original.
And just because you don't know my alts doesn't mean I don't play other classes. And much less we certainly don't need balance advices from someone who just sits at cs and bitches and bitches and bitches about the game, NGD, other realms, multirealmers, utter-nonsense-no-one-cares-talk for years on end no matter the situation and is possibly currently inactive.
Now please stop derailing this thread with your nonsense and hate for me and post some actual working model of why you could think this update is bad. I won't reply to your dribble anymore."Looks like you edited your hate post from original" too. To be fair: this package's fixes are great & long-awaited, but the 'balance' portion is very dubious at best, an insulting joke at worst.
If you truly cannot understand my entirely valid points-of-contention then have someone knowledgeable translate it for you into your native language. Read it all again. I am saying as plainly as possible that in the most FUNDAMENTAL underpinning ways warriors needed a hard nerf, but instead are getting additional overall advantages they truly do not need (esp. also that barb damage is still too high as it was not nerfed at all), whereas hunters & locks are losing alot of those much-needed advantages that they once possessed & still have need of (nerfed cc durations, effect %'s, longer cd's, etc).
I am saying that warriors are obviously already the central classes in RvR, yet are unreasonably being made even more center-stage than they already were & that all the other classes (except marks) are being further weakened & marginalized than they already were. Everyone elses' roles are increasingly about buffing, healing, dispelling, providing mana, & setting up enemies for the real killers (warriors, mostly the max-dps barbs) by using what cc's/debuffs/etc we have.
I'm saying this game is increasingly becoming more-&-more of a brawling dps/soak-slugfest warrior's-paradise (with uber-marks happy as clams too ofc) with the rest of us essentially becoming nothing more than support-flunkies & cannon-fodder target-dummies to steamroll over. Exaggerative? Yes. But it does feel this way to many at times. Go ahead; don't believe or listen to me. Ask around in game (most don't read, let alone post, in these forums); they'll tell ya' the same ('sadly' yes, to do this u will have to actually use the chat for something other than barking occasional orders &/or bitching at those who didn't do what u wanted because they don't read minds or have 360 degree vision).
Don't be coy. Don't waste our time. We all know you are 100%-barb-at-heart & rarely ever play any other class longterm (I on the other hand play all 6 near-equally, one class per day during the week & I'll readily admit knight was/is my fav). Of course you don't want my balanced advice. I really strive for true objectivity & fairness, have keen insights & perspective into essential underlying fundamentals & am trying to balance all these things properly, for all ppl & classes. You just know what you like. Big f-ing difference.
FYI: I clearly recognize your 'barbness', but I don't hate you (yet I know you hate me; you've proven it time after time with your bitch-bitch-bitchy dismissive & diminuating insults & slurs). Face it; you're the one here who's spouting "utter-nonsense-no-one-cares-talk for years on end no matter the situation...Now please stop derailing this thread with your nonsense and hate for me and post some actual working model of why you could think this update is" actually so good, so fair & balanced in RvR for all. "I won't reply to your dribble anymore" unless it's content is truly substantive in relevance. Otherwise, please leave all the heavy-lifting detail-work to the deeply-cognizant adults from now on p & ty.
:cool:
Slartibartfast
08-10-2014, 09:51 PM
After reading another nerf update for warlocks, let me give my opinion.
Warlocks, as we are now, are very slow damage dealers. Weak armor, weak defense, low damage output and the only way we can defend from melee classes is to keep the range. New update nerfs all the warlock abilities to keep the enemy off the range. This could be acceptable if damage output for all usual damage spells (lightning, ice...) is 50% or 100% higher. But, as someone already stated (I think it was Sathius), with new nerf update all the vital spells goes to cooldown too fast and lock is left helpless without anything to do against rushing enemy.
Next important nerf is changing frozen storm and time master effect. The worst thing about it that it will be dispellable! Raising FS chance from 90% to 100% doesn't mean a thing - it's still resisted and blocked by many players.
You took the powers from usable spells (not OP, not fantastic, just usable) and used it to buff up absolutelly unusable spells to make it a little less unusable - petrify hands, laziness, wind wall...
SM magnification buffing is not worth commenting.
Anyway, since warlock is my main class and I'm not intending to grind up knight to stay alive in battles long as you planned it, and if you implement those proposed changes without serious modifications, I'm off of CoR. I was playing warlock, as hard as it because it was challenging, and I found some fun in it. With new update challenging level becomes impossible and this is the moment when the fun will gone.
Bonus moment is that I'm on the vacation next few weeks and my quitting will not be too hard.
tldr; I'm far from being happy with this update. Buffing sultar's terror is nice, but not sweet enough to accept all other bullshit.
Ryan_Carmon
08-10-2014, 10:30 PM
After reading another nerf update for warlocks, let me give my opinion.
Warlocks, as we are now, are very slow damage dealers. Weak armor, weak defense, low damage output and the only way we can defend from melee classes is to keep the range. New update nerfs all the warlock abilities to keep the enemy off the range. This could be acceptable if damage output for all usual damage spells (lightning, ice...) is 50% or 100% higher. But, as someone already stated (I think it was Sathius), with new nerf update all the vital spells goes to cooldown too fast and lock is left helpless without anything to do against rushing enemy.
Next important nerf is changing frozen storm and time master effect. The worst thing about it that it will be dispellable! Raising FS chance from 90% to 100% doesn't mean a thing - it's still resisted and blocked by many players.
You took the powers from usable spells (not OP, not fantastic, just usable) and used it to buff up absolutelly unusable spells to make it a little less unusable - petrify hands, laziness, wind wall...
SM magnification buffing is not worth commenting.
Anyway, since warlock is my main class and I'm not intending to grind up knight to stay alive in battles long as you planned it, and if you implement those proposed changes without serious modifications, I'm off of CoR. I was playing warlock, as hard as it because it was challenging, and I found some fun in it. With new update challenging level becomes impossible and this is the moment when the fun will gone.
Bonus moment is that I'm on the vacation next few weeks and my quitting will not be too hard.
tldr; I'm far from being happy with this update. Buffing sultar's terror is nice, but not sweet enough to accept all other bullshit.
Although I agree to a lot of points you make, you have to think away from a Warlock's point of view and look what it means for all the other classes to fight a lock in field.
1) Deadlock CC: If you're willing to commit a bit of time its quite easy to learn a few cc chains to completely kill an enemy without him being able to do shit to you
2) Group fight ability: A lock can fight mulitple enemies at the same time. I agree you need skill to do so, but it's possible. And once you got the deal groups of 5 or 6 loose to a lock+conj combo. My personal record is killing 7 ppl at the same time together with a lock only.
3) Freeze OP: Yes, freeze is imho one of the best cc the game offers, it's not dispellable from range, there is no mass dispell for it. And you got two areas applying this effect.
4) Tradeoffs: NGD gave you some pretty nice tradeoffs for loosing long time ccs. Lazyness offers a 70% DMG reduction, it basically makes an enemy hit as hard as if you had shield wall and stars shield buffed, although you don't need a knight for it. No other class got so nice spells as tradeoff for the general cc reduction. (Keep in mind, all CCs have been shortened, so it doesn't only affect you)
5) Hard CC is toxic: Fighting a lock is no fun, he offers too much CC. While I agree that a locks DMG output has to go up in order to make him feel better, you should not make him able to stun you to hell again. And still, you got enough "soft" cc to make up for your loss of hard cc, try around and use it.
I may not have that much of experience playing a lock as some others, but I spent a lot of time hunting with some. All classes have to addapt to the new changes. Trying and playing the same way as before is impossible, for any class. Think out of the box, try something new.
And of course NGD stated they will have more changes coming in the future, I am quite sure there will be something affecting mage.
And a last "but" to all of you fellow mage players: Mage was considered to be the hardest class to play, but it didn't feel like it at all. Take it as a challenge, and so will I. :)
Regards
Loque
08-10-2014, 10:30 PM
With knights being so strong now, maybe it would be better to take away the passive block ability, and make them block only through Precise Block.
Also, something need to be done about Mindsquasher so you cannot spam it or something. After this update was announced, people on Haven have skilled accordingly, especially knights, and in one hour fight at Aggers yesterday, I received approximately 55 mindsquashers from Ignis knights which worked 90% of the time. If not this update, then maybe you could think about it in the future ones.
One idea that comes in mind is the same as stalker, you need x number of allies around/near you in x/y range to use Mindsquasher. But this will be sorta like temporary fix, so not sure.
Lebeau
08-11-2014, 12:12 AM
I was asked to post my ideas of proper balance & so I did....
....(months ago)....:
http://www.championsofregnum.com/forum/showthread.php?t=101947
http://www.championsofregnum.com/forum/showthread.php?p=1786438#post1786438
Is it perfect? No, very likely it's not. Is it entirely completed? Again, no, it's not (for one, I'd add a change to the spell-cd-system: after character dies, all cd's reset IF he/she rezzes to the gate or an altar, but they do not reset if rezzed by a conj; there are many changes others have recommended as well that are solid gold, yet are unlisted there). Yet, is my recommendation-package more balanced overall for RvR considerations & thus better overall than the current test-package on Amun? Yes, I really think it is.
If the desire is overwhelmingly there in the community to further reduce cc durations (as is the case in this Amun test-package), then it is fully possible to still use my package's recommendations as a metric of sorts. However, if these cc reductions are made, other related 'factor' reductions must also be made to retain a reasonably healthy & consistent balance.
One, movement would need to revert again to the slower rate we once had 4 years ago. Slower movement rate would increase the 'time'-factor I spoke of in an earlier post here, as well as reduce latency & position errors also (both of which increased once move-rate was increased back then, so win-win). Two, all bow base-ranges would need a 5m range reduction to offset the movement reduction (& perhaps foresight & para shot would need further modifications as well).
Just food for thought....(& more to come)....
:lighten:
pieceofmeat
08-11-2014, 12:31 AM
Although I agree to a lot of points you make, you have to think away from a Warlock's point of view and look what it means for all the other classes to fight a lock in field.
1) Deadlock CC: If you're willing to commit a bit of time its quite easy to learn a few cc chains to completely kill an enemy without him being able to do shit to you
2) Group fight ability: A lock can fight mulitple enemies at the same time. I agree you need skill to do so, but it's possible. And once you got the deal groups of 5 or 6 loose to a lock+conj combo. My personal record is killing 7 ppl at the same time together with a lock only.
3) Freeze OP: Yes, freeze is imho one of the best cc the game offers, it's not dispellable from range, there is no mass dispell for it. And you got two areas applying this effect.
4) Tradeoffs: NGD gave you some pretty nice tradeoffs for loosing long time ccs. Lazyness offers a 70% DMG reduction, it basically makes an enemy hit as hard as if you had shield wall and stars shield buffed, although you don't need a knight for it. No other class got so nice spells as tradeoff for the general cc reduction. (Keep in mind, all CCs have been shortened, so it doesn't only affect you)
5) Hard CC is toxic: Fighting a lock is no fun, he offers too much CC. While I agree that a locks DMG output has to go up in order to make him feel better, you should not make him able to stun you to hell again. And still, you got enough "soft" cc to make up for your loss of hard cc, try around and use it.
I may not have that much of experience playing a lock as some others, but I spent a lot of time hunting with some. All classes have to addapt to the new changes. Trying and playing the same way as before is impossible, for any class. Think out of the box, try something new.
And of course NGD stated they will have more changes coming in the future, I am quite sure there will be something affecting mage.
And a last "but" to all of you fellow mage players: Mage was considered to be the hardest class to play, but it didn't feel like it at all. Take it as a challenge, and so will I. :)
Regards
Yeah, locks will be fine.
Time master is closest a lock has to a safety spell, something all other classes have. It will be missed, it an awesome feeling when screw up some gankers with it.
But this new spell have potential, the benefit of working better on sotw, um and knights, it can also be precast and used with mp, static field or other spells for great effect.
Lazyness may be an ok support spell, but with a 2 sec cast limited range it hardly very useful as defence, no use on DI or when confused also easily dispelled in rvr, its rather weak to spend 5 points in it +20% hardly going to make a new must have spell.
Mind push 4-5 might work well enough with the increased cast time on roar, just be ready disp balestra which likely will be the new spell of choice.
Frozen storm as stun will be something ngd soon regrets, best gank spell ever range 25 roar ftw. Talk about smörgåsbord for barbs with their jb+kick hack n slah instant win combo.
This update is not that much to be worried about, In fact the freeze spam will be pretty nice to get rid of also.
errei
08-11-2014, 01:28 AM
yea frozen storm WILL become OP
rossi
08-11-2014, 02:30 AM
...
Note knights got the new stone temple buff, but they lost aprox 10% from weapon's trees passives. At the end its not an so op buff. Maybe comparing to barbs knights got the "+" in damage-defense stuff, but not with other classes, and you know, rvr game.
About mindsquasher, of course it needs a nerf, i was thinking that they could increase the cooldown for this update for not even a solution but for make it less op, but no.
They need to turn it into a tactic spell, not just a spell that you put on 1 2 or 3 of your spell barr to spam it. Increase mana and cooldown, atleast a bit, if you increase a lot then increase the chances also but just a bit. Or make it just casteable when enemy is knocked or inmobilized, or add a casting time, but change something lol.
Now that blunt tree got the crit buff, people will use hammers more, and that means more mindsquasher spam ---> chances game ---> no skill required.
With knights being so strong now, maybe it would be better to take away the passive block ability, and make them block only through Precise Block.
http://img.pandawhale.com/post-28555-Jesse-Pinkman-WHAT-gif-HD-Brea-2SXe.gif
rossi
08-11-2014, 02:33 AM
Also, knight is not that useful at war anymore with the nerf of shield wall and stars shield.
I don't play and not tested personal this changes but i can see some thinks :
Finally broken chains of CC that was keeping down a player until was dead
Finally made tons of area usefull again as archers areas
A very dynamic wide changes ,this will change the way that people will make setups
I like this changes ,will change the way the people will play,but wee will see how will act in live server.
I se barb complaint about reduced CC resist and armor and warlock about less CC duration ,in my opinion this is equilibrium ,less resist for barb and less CC for warlocks.
But this also will improve DOTS power ,a few DOTS will kill your ass ,so nothing changed and Silence+Meteor will keep you dizzy forever.
Doom-Elf
08-11-2014, 08:25 AM
Lol Ichi if you get pet no WM tree and someone say here Hunters lose some advantige ... from RA beta till now only thing hunter get was only Cold Blood and evry update is taken and taken more from hunter .... other classes lose something but get something .... hunter only lose more and more evry update now we lose stalker and reduce Cold Blood and Shild piercing will be great for marksmans under recharged arows for hunter will ne noting special ..... so before you people continue talk how hunters have all advantige I will ask you one thing only ... tell me any other class except hunter that only lose with evry update and never get noting or if get something NGD reduce that fast ( in next update ( COld Blood example ) .... ) there is none except hunter )
pieceofmeat
08-11-2014, 10:02 AM
Lol Ichi if you get pet no WM tree and someone say here Hunters lose some advantige ... from RA beta till now only thing hunter get was only Cold Blood and evry update is taken and taken more from hunter .... other classes lose something but get something .... hunter only lose more and more evry update now we lose stalker and reduce Cold Blood and Shild piercing will be great for marksmans under recharged arows for hunter will ne noting special ..... so before you people continue talk how hunters have all advantige I will ask you one thing only ... tell me any other class except hunter that only lose with evry update and never get noting or if get something NGD reduce that fast ( in next update ( COld Blood example ) .... ) there is none except hunter )
RA should only work for normal hits, so afaik it shouldnt stack with spells as shield pierce and dual shot etc.
And comparing todays hunters with their barb-like damage combos to hunters from the early stages of the game is absurd, now Hunters hit much harder and twice as fast and from further away.
The_Pirate
08-11-2014, 10:11 AM
I don't think locks need anymore improvements - quite the opposite. I'm not the best hunter or barb out there, but I'm no the worst either. I can count the number of times I have defeated a lock with either class in pvp.
They confuse you so you can't buff/stun, then slow you so you can't catch them, then steal/drain your mana so you can't do anything, then stick soulkeeper (5) on you - boom dead. They are even the bane of my rvr tactics on barb, pretty much the only class that if one spell gets through I'm done for (barring a knight/barb combo that places you perpetually on your back, and not in a good way).
Either way, I'm looking forward to the update going live. Even if it results in increased power to certain classes I'm going to enjoy trying to figure out how to overcome their strengths, etc.
Doom-Elf
08-11-2014, 10:52 AM
RA should only work for normal hits, so afaik it shouldnt stack with spells as shield pierce and dual shot etc.
And comparing todays hunters with their barb-like damage combos to hunters from the early stages of the game is absurd, now Hunters hit much harder and twice as fast and from further away.
it's because weapons and no that was not compare it was review form first update till now and just tell me what skill except cold blood ( that will be reduced in new update ) hunter get ??? they only lose evry update reduce something on hunters so please only absurd is your answer on my post because fact is every update hunter lose and lose and lose more ... as I say in my first post maybe to remove move speed total and put camo on 15 sec as well and reduce tracking to maybe on 50 m and lvl 5 on 120 m then .... or just remove damn class from game
Wi3ld
08-11-2014, 10:55 AM
RA should only work for normal hits, so afaik it shouldnt stack with spells as shield pierce and dual shot etc.
Nah, it doesn't stack. My criticals were higher than shield piercing 5, though Shield Piercing worked wonders through a Knights def stance. Went from 38-42 normals to 198 Shield Piercing, which makes sense considering the name.
Doom-Elf
08-11-2014, 10:58 AM
and ye pieceofmeat hunters hard hit was in 3 to 4 shotst that is coold blod ( only skill hunter ever get from beta version till now ) and will be reduced now to but what most make me angry is stalker need ally to be cast reduce your speed and duration is real good full 15 sec ....
Doom-Elf
08-11-2014, 11:08 AM
and ye pieceofmeat hunters hard hit was in 3 to 4 shotst that is coold blod ( only skill hunter ever get from beta version till now ) and will be reduced now to but what most make me angry is stalker need ally to be cast reduce your speed and duration is real good full 15 sec ....
just to ad for pieceofmeat 300 -15 = 285 .... please tell me where 285 sec of stalker gone and reduce move speed is same as before + now need ally to be cast and explain me pieceofmeat how this is good ... and maybe you are right pieceofmeat maybee to put camo not on 15 s but 5 s on lvl 5 ( every lvl 1 s ) and remove hunter move speed or even put it slower then others .... that will be good rebalance of skill for you pieceofmeat ......
Lol Ichi if you get pet no WM tree and someone say here Hunters lose some advantige ... from RA beta till now only thing hunter get was only Cold Blood and evry update is taken and taken more from hunter .... other classes lose something but get something .... hunter only lose more and more evry update now we lose stalker and reduce Cold Blood and Shild piercing will be great for marksmans under recharged arows for hunter will ne noting special ..... so before you people continue talk how hunters have all advantige I will ask you one thing only ... tell me any other class except hunter that only lose with evry update and never get noting or if get something NGD reduce that fast ( in next update ( COld Blood example ) .... ) there is none except hunter )
Hunters are more powerful than you think.. the issue is that players want to play hunters as marksman.Stalker is not big lose ,not many of them use it at real potential anyway.
And cold blood is as fulminating OP it is ,using camo+ confuse +cold blood with sb medium kill any class,and it is old exploit of the game ...
pieceofmeat
08-11-2014, 12:12 PM
just to ad for pieceofmeat 300 -15 = 285 .... please tell me where 285 sec of stalker gone and reduce move speed is same as before + now need ally to be cast and explain me pieceofmeat how this is good ... and maybe you are right pieceofmeat maybee to put camo not on 15 s but 5 s on lvl 5 ( every lvl 1 s ) and remove hunter move speed or even put it slower then others .... that will be good rebalance of skill for you pieceofmeat ......
0.5 sec cast time on stalker and 50 sec cooldown, It likely ment to be used as war tactic rather than tower camping or to carry gems etc.
It seem like pretty great spell to me and an important tactical role in war, this is something many hunters been begging for since forever.
Dont forget ambush, will get increased range and lowered cast time, not just lowered duration and with instant or close to instant damage spells... Archer in general will get way better at tree-hugging, which is bad news for mages or any gank victims that is forced to retreat to a tree.
This a huge improvment making fights with warlocks so much easier and knocking a warrior breathing down your neck will also be so easier and much safer if it resisted etc.
Then you get a short immobilize spell that works on DIed warriors.
It seems like its a freebee as well, that only require 1 point.
You and some others are way to focused on the negative parts, that compleatly fail to see upside on some of these changes.
Loque
08-11-2014, 12:51 PM
Plus, the key here is not 15sec duration, but the 50sec CD, which is pretty amazing. That means you can hide 5 allies every 50 secs with no speed malus, like a personal camo for all. And 15sec gives you so much advantage in catching your opponent unaware and unbuffed.
People used Stalker more like a secondary camo (including myself) and are used to staying hidden for 5 mins, for whatever reasons. It was meant for group element and this new Stalker puts that into play nicely. The barb rushes, the MOD rush, areas.. the possibilities are endless.
Having a 15sec headstart to your opponents is a major advantage especially with the reduced CCs now.
Doom-Elf
08-11-2014, 01:08 PM
0.5 sec cast time on stalker and 50 sec cooldown, It likely ment to be used as war tactic rather than tower camping or to carry gems etc.
It seem like pretty great spell to me and an important tactical role in war, this is something many hunters been begging for since forever.
Dont forget ambush, will get increased range and lowered cast time, not just lowered duration and with instant or close to instant damage spells... Archer in general will get way better at tree-hugging, which is bad news for mages or any gank victims that is forced to retreat to a tree.
This a huge improvment making fights with warlocks so much easier and knocking a warrior breathing down your neck will also be so easier and much safer if it resisted etc.
Then you get a short immobilize spell that works on DIed warriors.
It seems like its a freebee as well, that only require 1 point.
You and some others are way to focused on the negative parts, that compleatly fail to see upside on some of these changes.
first cast time is 5 s duration 15 s and 50 s cool down but key is in 15 s in reduced move speed .... with stalker reduce move speed and 15 s duration you can't move at all ( if you move 10 m will be real good ) it's destroyed skill and ambush will stay on same distance as all this years 10 m and cast time stay same and all you say up there go real in marksman favore special with shild piercing under recharged arrows as I say before marksman gain things here not hunter ... hunter only lose and real try go under stalker on Amun with someone on that move speed lol you will not move even 10 m will be over you maybe call that good war tactic I call it destroyed skill and more destroying hunter class ..... and about tree hug and melting enemys marksman gain that not hunter recharged arows +shild piercing 4 (140 % dmg ) or 5 (150 % dmg ) will be allways real high dmg hit for hunters main hit will still be enareing that will do dmg a bit higher then shild piercing unlike marksman case where will be real high hit ........
you speak about archers general but fact is marksman gain a lot hunter lose a lot and it's just fact and well as I told you before maybee wold be best to reduce camo on 5 s remove move speed from hunters ( make it even slower then others ) reduce track or just delete damn class .... and you real just confirm that because all your writeing about tree hug and other things go in marksman favore that you put general archers and you call stalker 15 s duration on 40 % reduced move speed war tactic ....... at least be fair and call it suicide tactic.......
Loque
08-11-2014, 01:11 PM
There is no reduced movement speed in the new Stalker.
"Stalker Surroundings: Movement Speed reduction REMOVED. Casting time: 0.5 secs; Duration 5-7-10-12-15 secs; Cooldown: 50 secs; Cannot be used without near-by allies. Mana Costs: 250-300-350-400-450"
Doom-Elf
08-11-2014, 01:12 PM
Plus, the key here is not 15sec duration, but the 50sec CD, which is pretty amazing. That means you can hide 5 allies every 50 secs with no speed malus, like a personal camo for all. And 15sec gives you so much advantage in catching your opponent unaware and unbuffed.
People used Stalker more like a secondary camo (including myself) and are used to staying hidden for 5 mins, for whatever reasons. It was meant for group element and this new Stalker puts that into play nicely. The barb rushes, the MOD rush, areas.. the possibilities are endless.
Having a 15sec headstart to your opponents is a major advantage especially with the reduced CCs now.
Irish you need ally to cast it and it's still 5 s cast time not 0.5 and as I told other guy there ... try move on that reduced speed 15 s on that speed is noting thats why it have big duration at first now to remove 285 sec and leave same move speed is total fail and skill is destroyed ...... I wold understand if NGD say ok you wana cast stalker you need have 1 ally near you ( that wold be ok ) but this is total destroy of skill
Doom-Elf
08-11-2014, 01:13 PM
There is no reduced movement speed in the new Stalker.
did you try it ?? I did and there is .......
Hayir
08-11-2014, 01:19 PM
did you try it ?? I did and there is .......
Amun is a test server, the changelog says Movement reduction is removed and 0,5 seconds casting time, so it is most likely just a bug.
And btw, RA doesn't work on spells like dual shot, shield pierce etc. it never did. So why should marks hit harder with it, it is actually hunters with Cold Blood who are going to hit harder.
Marks got nerfed quite often too, don't act like hunter is the only class ever getting nerfed. Confuse used to be a marks spell as well, death sentence huge nerf. Strategic position, RA got nerfed, BoW got nerfed, just to mention a few.
They are clearly trying to move the balance further into RvR, just look at the changes so many AoE spells got improved. If those improvements are enough, dmg wise especially i can't tell yet. But so far they sound interesting and i like them.
For the first time ever they added a spell like this:
Needle Blast: Added attack damage +100%; Can only be used in war buildings.
How obvious can they make it more that this game is mainly about RvR and they finally are building it more towards it.
The new Stalker will open so many options for great tactics if wisely used. A real game changer imo, which can easily turn fights around. So, yes finally Hunters got a bigger role in RvR.
pieceofmeat
08-11-2014, 01:19 PM
did you try it ?? I did and there is .......
The change log rather specific that the movement speed mauls will be REMVOED, yes they even put it in caps.
As for the cast time 0.5 sec sound a bit too good to be true, maybe its a spelling error, but thats what the enlish change log say.
Loque
08-11-2014, 01:20 PM
did you try it ?? I did and there is .......
Yes. http://i.imgur.com/BvDzcXg.jpg
Doom-Elf
08-11-2014, 01:21 PM
but well all warrs and mages will continue this so no point to fight and fact is all mages and warrs lose something but get something hunter only lose and your answer on that is speak general of archers and fact is marksman gain things not hunters .... well all I can say ( and I know that for shure because I speak with many people about it ) it's time to change game after update .... many people come back in game after NGD mails : "Your realm need you" and well with this update I just remeber why I quit it first time so this will be good bye from me and I am shure I am not only one
Doom-Elf
08-11-2014, 01:25 PM
Amun is a test server, the changelog says Movement reduction is removed and 0,5 seconds casting time, so it is most likely just a bug.
And btw, RA doesn't work on spells like dual shot, shield pierce etc. it never did. So why should marks hit harder with it, it is actually hunters with Cold Blood who are going to hit harder.
Marks got nerfed quite often too, don't act like hunter is the only class ever getting nerfed. Confuse used to be a marks spell as well, death sentence huge nerf. Strategic position, RA got nerfed, BoW got nerfed, just to mention a few.
They are clearly trying to move the balance further into RvR, just look at the changes so many areas got improved. If those improvements are enough dmg wise especially i can't tell yet. But so far they sound interesting and i like them.
why marksman benefit of it well you will see when marksman on recharged arrows hit you with shild piercing after update .....
Doom-Elf
08-11-2014, 01:26 PM
Yes. http://i.imgur.com/BvDzcXg.jpg
lol cast it please cast it I did it yesterday and was real intresitng
Hayir
08-11-2014, 01:31 PM
lol cast it please cast it I did it yesterday and was real intresitng
You really don't understand, hm? It is a Test server if something doesn't work as said in the describtion it is a bug. Really that hard to understand? Just stop complaining about it, it will get eventually fixed.
Hayir
08-11-2014, 01:33 PM
why marksman benefit of it well you will see when marksman on recharged arrows hit you with shild piercing after update .....
Did you ever actually play a Marks? RA never effected spell dmg, just like the description says, only the basic attack is effected. It never worked on dual shot or any other spell why should it now work on Shield pierce? If it does i doubt it is intended.
Kimahri_Ronso
08-11-2014, 01:37 PM
Under RA? No.
Under Dead Eye? Yes, tho it's a buff and not a passive :D
Please NGD, adjust mana costs and CDs too before you make the changes live.
Spells have less duration but they do have the same mana cost and cd as before which isn't fair...Reduce mana cost and cd along with the duration pls!!
Doom-Elf
08-11-2014, 01:38 PM
Did you ever actually play a Marks? RA never effected spell dmg, just like the description says, only the basic attack is effected. It never worked on dual shot or any other spell why should it now work on Shield pierce? If it does i doubt it is intended.
lol shild piercing work good now on Amun I test it with marks I have hunter and marks only hunter is my main and I have it on RA and Heaven and most time I am now on Heaven because my clan and about fixing it's always same only will not real be fixed will stay like this and I can bet on it .......
lol shild piercing work good now on Amun I test it with marks I have hunter and marks only hunter is my main and I have it on RA and Heaven and most time I am now on Heaven because my clan and about fixing it's always same only will not real be fixed will stay like this and I can bet on it .......
ye try it under recharged arrows now please try it and tell me dmg on it and try it without rechared arrows you will be real suprized
Did you ever actually play a Marks? RA never effected spell dmg, just like the description says, only the basic attack is effected. It never worked on dual shot or any other spell why should it now work on Shield pierce? If it does i doubt it is intended.
last thing to ad about did I ever play marksman ... well I play it from 2007 till now only when I come on heaven hunter become main till then marksman was ...
Hayir
08-11-2014, 01:44 PM
ye try it under recharged arrows now please try it and tell me dmg on it and try it without rechared arrows you will be real suprized
I don't have to try it, it doesn't matter if it is like you say or not, because if it is you can be sure it is a bug. Bugs don't matter for balance, they should be just fixed.
Once again, it is Amun, open for testing so we can report such things.
pieceofmeat
08-11-2014, 01:49 PM
Its like valorious rageway all over again.
Loque
08-11-2014, 01:51 PM
lol cast it please cast it I did it yesterday and was real intresitng
Enjoy https://www.youtube.com/watch?v=Ia9eRmohxOY
pieceofmeat
08-11-2014, 01:53 PM
Enjoy https://www.youtube.com/watch?v=Ia9eRmohxOY
lol, thats just OP.
I guess you can combine it with hotw also...
Loque
08-11-2014, 01:59 PM
lol, thats just OP.
I guess you can combine it with hotw also...
Yes, everything goes, just need minimum of one ally to be nearby to cast. (won't work with NPCs)
Doom-Elf
08-11-2014, 02:43 PM
Enjoy https://www.youtube.com/watch?v=Ia9eRmohxOY
so how far you go irsh ??? did you pass even 20 m ??? can you pass gate when enemy realm invade ????? o answer is no ... first even if you put good timeing 15 will be out fast and enemy will see you before you can even jump from wall not need even other hunter to detect you and real if you even pass 20 m will be blast 15 s stalker duration is fail only warriors class wold love 15 s stalker on enemy that because it make advance to them ...... so I get it why you defend that 15 s duration on stalker
Hayir
08-11-2014, 02:53 PM
so how far you go irsh ??? did you pass even 20 m ??? can you pass gate when enemy realm invade ????? o answer is no ... first even if you put good timeing 15 will be out fast and enemy will see you before you can even jump from wall not need even other hunter to detect you and real if you even pass 20 m will be blast 15 s stalker duration is fail only warriors class wold love 15 s stalker on enemy that because it make advance to them ...... so I get it why you defend that 15 s duration on stalker
How dare people wanting to use such a spell for an offensive playstyle.
Stalker/Camo is meant to run away and escape ofc.
rossi
08-11-2014, 03:12 PM
God damn Doom Elf you piece of goat shit, can you stop being so damn tard? Fucking think before you write shit like that you smelly neckbeard maggot.
Loque
08-11-2014, 03:20 PM
so how far you go irsh ??? did you pass even 20 m ??? can you pass gate when enemy realm invade ????? o answer is no ... first even if you put good timeing 15 will be out fast and enemy will see you before you can even jump from wall not need even other hunter to detect you and real if you even pass 20 m will be blast 15 s stalker duration is fail only warriors class wold love 15 s stalker on enemy that because it make advance to them ...... so I get it why you defend that 15 s duration on stalker
It is not hard with a bit of practice with range and timing and thinking allies.
https://www.youtube.com/watch?v=Sg6dT2q5K5E
I'm not defending this spell or that spell, I'm just improvising on this new approach the game is taking, making people think and be more creative.
Wi3ld
08-11-2014, 03:27 PM
lol first I am RA and Heaven Ignis and rossi go play tetris please
For the love of God, please stop calling it "Heaven". It's Haven.
pieceofmeat
08-11-2014, 03:27 PM
This spell (stalker) needs more restrictions, a lot more restrictions.
Please tell me "new" NGD that you have not lost your minds completely.
Doom-Elf
08-11-2014, 03:30 PM
It is not hard with a bit of practice with range and timing and thinking allies.
https://www.youtube.com/watch?v=Sg6dT2q5K5E
I'm not defending this spell or that spell, I'm just improvising on this new approach the game is taking, making people think and be more creative.
you can practice timeing all days you need minimum 30 s to do it so you miss 15 s more of duration ... and other thing that I all time saying here is .... just look in past every class lose some get some .... but look hunters class discipline trees ... hunters always lose .....ye hunters got hide dead ally lol like that anyone ever used that ...... and well ok cold blood that will be now reduced ...... speed is reduced for looooooong time ...... etc etc etc ...... now one of main support skills ( stalker ) is destroyed to ... I agree with 1 ally to be casted and it's ok (no more hide in forts alone ) but duration is just destroying skill ( and your video just prove my point with group of people it's lost noting else group of conjs knights locks don't have mobility and stalker is group skill )
you can practice timeing all days you need minimum 30 s to do it so you miss 15 s more of duration and other thing that I all time saying here is that just look in past every class lose some get some .... but look hunters class discipline trees ... hunters always lose .....ye hunters got hide dead ally lol like that anyone ever used that ...... and well ok cold blood that will be now reduced ...... speed is reduced for looooooong time ...... etc etc etc ...... now one of main support skills ( stalker ) is destroyed to ... I agree with 1 ally to be casted and it's ok (no more hide in forts alone ) but duration is just destroying skill ( and your video just prove my point with group of people it's lost noting else group of conjs knights locks don't have mobility and stalker is group skill )
Lol ?... all lose something ...from 3 years hunters complaint all day that they lose ...
*they wanted confuse hunters only they got it ,
*they wanted marksman RA nerfred ,NGD nerfred RA
*they complaint about low damage they got cold blood
*they complaint about marksman strategic position ,NGD nerfred
*they wanted dual shot 0.5 cast time they got it.
Even barbarian lost on this update tons of spells as,passive % protection, CC resist etc and noone complaint about.
Now remember me, when last time hunters lost something.
errei
08-11-2014, 03:52 PM
TBH it sounds interesting the idea of having stalker as an option of tatical spell instead of a way of escaping/running. but i dont think 15 seconds will be enough even for that... To remain unnoticed, stalker probably will have to be cast too far away- so the "enemy" doenst be aware of a possibility of the income of danger. And with stalker some coordenation with group is necessary, which makes us loosing time stopping to regroup/wait to the invisible group so they dont miss the spell. All these are factors which will make us spend stalker time, and I believe 15 seconds wont be necessary to reach the critical targets, which usualy are the conjurers at the back of the group (forcing us to stalker even further away, to avoid the frontline aswell).
I remmember a interesting tatic that was the combination of a MODed lock stalkered with hunter, providing a (around 20 seconds dizzy, because we used to spend at least 10 moving) dizzy which the enemy group possibly will spend a time to figure what was happening, being very useful.
Honestly I think that 15 seconds stalker wont work for any purpose. Maybe 25 or 30 seconds would do better.
Hayir
08-11-2014, 03:55 PM
I haven't tested it myself, but i think you can just stalker a group very quick midfight?
Sounds quite OP to me.
Doom-Elf
08-11-2014, 03:57 PM
Lol ?... all lose something ...from 3 years hunters complaint all day that they lose ...
*they wanted confuse hunters only they got it ,
*they wanted marksman RA nerfred ,NGD nerfred RA
*they complaint about low damage they got cold blood
*they complaint about marksman strategic position ,NGD nerfred
*they wanted dual shot 0.5 cast time they got it.
Even barbarian lost on this update tons of spells as,passive % protection, CC resist etc and noone complaint about.
Now remember me, when last time hunters lost something.
evry update hunters lose and now tell me what hunters get except Cold Blood and that will be reduced now to .... now please tell me 1 good thing except cold blood hunters ever get ?? ye we get from 15% pasive speed to 7 % ye we get lose summons under stalker and now will be destroyed .... o yes we get marksman skill DS but changed for do more melee atack and hunters use ranged atack ... what else hunters get ???? .... we get removed move speed from SOTW ( ok all archers lose it ) we get remove 40 % move speed when enemy is in 5 m distance of you ( old escapist ) ye we get 1 s from0,5 on Dual shot ( DS was nice when cast time was low ) we get all that reduceing and from begining to now we get only cold blood that will be reduced in this update now look from beta of game till now what all Barbs and knights get because they get alot .... mages to .....
o yes Forget to tell about pet tree ye we get beast skin reduce time as well and lower atack on beast wrath ( for hunters that use pets ) hunters real get much and ye I forget about Head of packt was +15 dmg up to 5 allys it moved on WM tree and on 10 % weapon bonus ..... +75 dmg on hunter is real noting to lose in wars 75 dmg is real same as jackpot
Doom-Elf
08-11-2014, 03:59 PM
I haven't tested it myself, but i think you can just stalker a group very quick midfight?
Sounds quite OP to me.
try test it and try see how much you move with group in that 15 s .......
try use it on invasion as well you will see faild ..... 15 s is extra low even GMs agree it's to low need be minimum 30 s and it's minimum of minimum .....
Hayir
08-11-2014, 04:05 PM
try test it and try see how much you move with group in that 15 s .......
try use it on invasion as well you will see faild ..... 15 s is extra low even GMs agree it's to low need be minimum 30 s and it's minimum of minimum .....
Once again, it is just too short if all you think about is running away and being a coward, for example if you stalker a group midfight you have enough time in 15 sec to reorganize and attack conjus together out of stalker.
There will be far more complex tactics then this which can easily turn a fight.
But all you care about is getting inside enemy realms during invasion and kill noble, or escape from fort fights.
Doom-Elf
08-11-2014, 04:08 PM
Once again, it is just too short if all you think about is running away and being a coward, for example if you stalker a group midfight you have enough time in 15 sec to reorganize and attack conjus together out of stalker.
There will be far more complex tactics then this which can easily turn a fight.
But all you care about is getting inside enemy realms during invasion and kill noble, or escape from fort fights.
look it this way hunter track ..... see enemy group ... stalk her/his group for suprize atack ... o fck 15 s only it failed ........... all you saying is you have 15 s to run and organize ... ye hide 5 people vs zerg and organize to die ..... again don't call it war tactic call it suicide tactic with delay
Doom-Elf
08-11-2014, 04:11 PM
if hunter real wana run still have camo ( at least till update after that then I am shure will be 5 s as I write before because 7% speed and camo is only thing left to take from hunter and will be taken in time ) and once again stalker is group skill and as I say before I agree 1 ally to be casted but duration is big problem here
errei
08-11-2014, 04:23 PM
I haven't tested it myself, but i think you can just stalker a group very quick midfight?
Sounds quite OP to me.
In the middle of a fight, how many of the (lets suppose 5) players fighting will actualy stop to reorganize? how many wont cancel it attacking/casting before their realize they just got stalkered (the same of breaking stuns)? Aaand it still has an alarming animation, which will make it easier to reveal, and it will ofc warn the enemy players so they can buff/roar/run from the point they saw a stalker animation...
just trying to say that 15 seconds wont be enough, and if we cast it in midfight, there wont be coordination.
Loque
08-11-2014, 04:28 PM
I haven't tested it myself, but i think you can just stalker a group very quick midfight?
Sounds quite OP to me.
Yes, it's very possible and a cool thing is you can camo out and go into instant stalker (due to instant cast). This means, when you find your allies take a beating, you run to them in camo and just cast instant stalker and they will literally be taken out of heat.
But you are right, all people do is judge this one spell with concept of that one thing, noble. Everything about this spell is just about passing gate and going and sitting at noble.
People have cried for years hunters are useless in fort wars, now NGD has suddenly turned the tide with this one amazing spell and quite effectively it can make or break a battle and they still seem to fail to see how much of a blast it is going to be, in all kinds of situations and not just fort wars, and loads of fun. (Not even going to comment how people fear dying/suicide in a game)
rossi
08-11-2014, 04:35 PM
They made game faster with this update, reducing ccs, making some spells instant and deleting freezes that 'stop' game. They dont want some long shit that you can use to run away or think on what to do, skilled people will make the difference now.
Seems you want an stalker that you can use to move from cs to fort, battles are at forts or bridges, which 15 secs its enough to make an surprise attack appearing in the middle of their group and casting areas. Or open field battles, that if youre far away from enemies you could use stalker to choose from which side you want to attack them without them know.
As skit said, you are just a coward or a faggot who wants an escape spell or one with gate-noble hide uses. Learn to play sir.
Doom-Elf
08-11-2014, 04:36 PM
Yes, it's very possible and a cool thing is you can camo out and go into instant stalker (due to instant cast). This means, when you find your allies take a beating, you run to them in camo and just cast instant stalker and they will literally be taken out of heat.
But you are right, all people do is judge this one spell with concept of that one thing, noble. Everything about this spell is just about passing gate and going and sitting at noble.
People have cried for years hunters are useless in fort wars, now NGD has suddenly turned the tide with this one amazing spell and quite effectively it can make or break a battle and they still seem to fail to see how much of a blast it is going to be, in all kinds of situations and not just fort wars, and loads of fun. (Not even going to comment how people fear dying/suicide in a game)
not real because me and my clan use it alot in fight and ambush on bridges and even in fort wars .... and about nobles ... well I am WM so don't know why I wold need it for noble only because I real don't need one ........ but fact still stay 15 s duration is still to low 30 s is minimum that need to be
rossi
08-11-2014, 04:41 PM
Is it really hard to make an idea of you can use it?
'Hey guyz buff up stalker in 10 secs lets kill their conj on their back gogogo' (being next to fort with enemies at door and your allies on a corner that they dont see). Thats just the common example.
And yea, it is kinda op, you can even use it as a savior skill, for example casting stalker next to ally whos being attacked by barb.
errei
08-11-2014, 04:46 PM
Lets see, past enough weeks afterer the release so ppl can have a better judgement about the subject, how many times and how many people will skill stalker. If it is so stunningly decisive and useful, naturally it will be used alot. I dont think any1 here actualy knows how this is gonna be,
best,
Hayir
08-11-2014, 04:52 PM
Lets see, past enough weeks afterer the release so ppl can have a better judgement about the subject, how many times and how many people will skill stalker. If it is so stunningly decisive and useful, naturally it will be used alot. I dont think any1 here actualy knows how this is gonna be,
best,
Well, yea i might have made it sound easier than it is. Coordinating such things will probably require mumble/ts3, but that's not really a bad thing imo. In most MMOs it is already a must have, to be really good.
Loque
08-11-2014, 04:59 PM
Well, yea i might have made it sound easier than it is. Coordinating such things will probably require mumble/ts3, but that's not really a bad thing imo. In most MMOs it is already a must have, to be really good.
I don't think even that is needed (though it's not bad if you could manage that level of co-ordination). All it needs is getting used to, similar to dispel, whenever people are low on hp, knocked, immobilized, stunned etc etc, they should (expect and) get used to seeing a stalker icon in their buff lineup and then the natural instinct will kick in to know what just happened with visual clues of stalker.
Lebeau
08-11-2014, 05:07 PM
Currently, locks have little chance to escape & survive in RvR if a set of Sprint-ing &/or Onslaught-ing &/or HotW-ing enemy UM-ing & DI-ed barbs/warriors charges them from around 20m or less.
This 'update' ubernerfs the %-effects of both Mind push & Slow, but does not nerf Sprint or Onslaught or HotW in any way at all. Most likely result? Well...
If these specific spells go live as is, then locks have little chance to escape & survive in RvR if a set of Sprint-ing &/or Onslaught-ing &/or HotW-ing enemy UM-ing barbs/warriors charges them from around 20m or less, even if these warriors have NOT been buffed with DI.
Has anyone seriously tested this hypothesis several times on Amun yet? What are the usual results of these tests if so? I'm both curious & concerned. Am I entirely correct, somewhat correct, or just dead-wrong here? Opinions?
:eek: <---(One of those poor warlocks? Or not?)
Hayir
08-11-2014, 05:10 PM
Currently, locks have little chance to escape & survive in RvR if a set of Sprint-ing &/or Onslaught-ing &/or HotW-ing enemy UM-ing & DI-ed barbs/warriors charges them from around 20m or less.
This 'update' ubernerfs the %-effects of both Mind push & Slow, but does not nerf Sprint or Onslaught or HotW in any way at all. Most likely result? Well...
If these specific spells go live as is, then locks have little chance to escape & survive in RvR if a set of Sprint-ing &/or Onslaught-ing &/or HotW-ing enemy UM-ing barbs/warriors charges them from around 20m or less, even if these warriors have NOT been buffed with DI.
Has anyone seriously tested this hypothesis several times on Amun yet? What are the usual results of these tests if so? I'm both curious & concerned. Am I entirely correct, somewhat correct, or just dead-wrong here? Opinions?
:eek: <---(One of those poor warlocks? Or not?)
You talk about RvR situation, why is only one side allowed to have HotW and Ons makes me wonder. You set teamwork as a requirement to catch locks, yet you don't consider teamwork for the locks to survive.
Lebeau
08-11-2014, 05:23 PM
You talk about RvR situation, why is only one side allowed to have HotW and Ons makes me wonder. You set teamwork as a requirement to catch locks, yet you don't consider teamwork for the locks to survive. Well, it actually is a likely enough & common scenario. Those locks' warrior-allies will be trying to do the exact same thing to the enemy's mages, so therefore, they often won't be close enough to cast Sprint or Onslaught buffs of their own on those locks in time to help the various mid-range classes (mages & sb archers) that are hanging as far back as they can, yet still staying in range of the front lines (around 20m).
:lighten:
Hayir
08-11-2014, 05:30 PM
Well, it actually is a likely enough & common scenario. Those locks' warrior-allies will be trying to do the exact same thing to the enemy's mages, so therefore, they often won't be close enough to cast Sprint or Onslaught buffs of their own in time to help these mid-range classes (mages/sb hunters) that are hanging as far back as they can, yet still staying in range of the front lines (around 20m).
:lighten:
In all those years of playing i have yet to see that a war group is literally splitted into ranged and melee like you say with no option at all to give the ranged onslaught. Also Hunters are ranged and by your scenario mages will still get HotW which is enough to kite from that distance.
You act like 2 war groups run into each other, all warriors passing and ignoring each other rushing straight for the locks, don't think i ever saw that happening.
A good Knight afterall should realize early enough if the mages especially conjus are in danger and support them. That's called teamwork instead of mindless rushing.
I don't know what you as a knight do, but i for sure tried to support the mages as much as possible and give them onslaught and cc the enemy whenever possible.
Hollow-Ichigo
08-11-2014, 05:38 PM
So no one noticed that grounding arrow gives a 2 second immobilise?
Ps, I will make hunter stay OP <3
Lebeau
08-11-2014, 05:55 PM
In all those years of playing i have yet to see that a war group is literally splitted into ranged and melee like you say with no option at all to give the ranged onslaught. Also Hunters are ranged and by your scenario mages will still get HotW which is enough to kite from that distance.
You act like 2 war groups run into each other, all warriors passing and ignoring each other rushing straight for the locks, don't think i ever saw that happening.
A good Knight afterall should realize early enough if the mages especially conjus are in danger and support them. That's called teamwork instead of mindless rushing.
I don't know what you as a knight do, but i for sure tried to support the mages as much as possible and give them onslaught whenever possible.Then, i suppose you may have had your your eyes closed during all those quick charges that immediately precede the true in-close hand-to-hand clashes.
Uh, HotW is only available if the hunter is a WM & only if he hasn't already used it on the advancing/charging frontmost allies (yes, usually all warriors) & only if he's very near the endangered locks in that 1st question.
Sometimes yes, the warriors will mostly clash/maneuver between the 2 combatting groups, but sometimes, yes, they do actually bypass one another (or some of them do) due to flanking maneuvers (or mistakes).
As a knight, I try to hangback & aura the single biggest knot of allies that I can, but sometimes, it is time to charge in with the barbs, to shield them as they try & force an opening or create some advantage or at best, an enemy retreat/rout.
Only well-led, well-disciplined realtime voice-chat command-&-coordination has the necessary speed to consistently create the entirely seamless & perfect "teamwork" you insist is the usual case. Sorry, but it truly seems to my trained eyes that "mindless (mostly UNcoodinated) rushing" is actually the more common occurence in CoR RvR in these almost 5 years I've playing it.
Rather than repeatedly fault & nitpick apart the original question that I asked , can you quit evasively changing the subject & actually answer it as it was asked p & ty?
:p
Doom-Elf
08-11-2014, 06:06 PM
So no one noticed that grounding arrow gives a 2 second immobilise?
Ps, I will make hunter stay OP <3
ofc you will Mr.Angel ^^
Lebeau
08-11-2014, 06:16 PM
So no one noticed that grounding arrow gives a 2 second immobilise?
Ps, I will make hunter stay OP <3I really should have, but no, I did not. Nice catch, Ichi! Cool addition, but may require a real cool-hand to effectively switch back & forth from lb to sb & back again all quickly enough to make the best possible use of this spell in a very routine sorta' way. We'll see (I know YOU can dhoooo ehtttt!).
Btw, anyone else noticed this typo yet:
"Cold Blood: Duration reduced to 5 seconds; Mana Cost: 200-250-300-350-400 secs from levels 1 to 5. Damage bonus: 50%-60%-70%-80%-90%-100% from levels 1 to 5."
6 effect %'s are listed here, but the spell only has 5 levels.
*Also, if hunters are losing CB damage %'s & duration, then it might be fair to them to boost their attribute/damage ratio to 1.5 normal damage per point of dex (& make all the other warrior/archer classes have this same uniform 1.5 normal damage per attr point as well):warning:
Hayir
08-11-2014, 06:19 PM
Then, i suppose you may have had your your eyes closed during all those quick charges that immediately precede the true in-close hand-to-hand clashes.
Uh, HotW is only available if the hunter is a WM & only if he hasn't already used it on the advancing/charging frontmost allies (yes, usually all warriors) & only if he's very near the endangered locks in that 1st question.
Sometimes yes, the warriors will mostly clash/maneuver between the 2 combatting groups, but sometimes, yes, they do actually bypass one another (or some of them do) due to flanking maneuvers (or mistakes).
As a knight, I try to hangback & aura the single biggest knot of allies that I can, but sometimes, it is time to charge in with the barbs, to shield them as they try & force an opening or create some advantage or at best, an enemy retreat/rout.
Only well-led, well-disciplined realtime voice-chat command-&-coordination has the necessary speed to consistently create the entirely seamless & perfect "teamwork" you insist is the usual case. Sorry, but it truly seems to my trained eyes that "mindless (mostly UNcoodinated) rushing" is actually the more common occurence in CoR RvR in these almost 5 years I've playing it.
Rather than repeatedly fault & nitpick apart the original question that I asked , can you quit evasively changing the subject & actually answer it as it was asked p & ty?
:p
I did not avoid your question, your question is just stupid because you create an one sided situation and wonder about the imbalance in it.
Lebeau
08-11-2014, 06:53 PM
I did not avoid your question, your question is just stupid because you create an one sided situation and wonder about the imbalance in it.Wait a minute here, he avoids the question yet again & all just by saying, "I did not avoid your question..."?! /me facepalms....
I did most fully & rationally explain away each of your various criticisms one-by-one, point-by-point & yet you still seemingly choose to evasively cling to petty conceit, to have no responsive & relevant answer, & worse, to snidely insult me.
It was not a stupid question at all, or so highly unlikely an imbalanced situation as to be invariably one-sided as you claim. Such as I described (or variations thereof) often & routinely happen & they will all happen again, & again, & again....
If you truly do not already know this indesputable fact or apprehend all the distinct possibilities presented in my original question & also in my replies to your posts, then so sorry, but I cannot really be of any further assistance at all trying(-in-vain) to explain it to you.
:looking:...(turn the page; next question/opinion?)...
pieceofmeat
08-11-2014, 07:27 PM
i just dont feel like getting raped by retarded barbs from stalker
also two hunters is going to be virtually uncatchable with 100% invisibility and instant stalker behind a tree at any sight of danger.
same with relics two hunter with full movement only popping out for 1 sec to cast stalker
If this is released without more restrictions its going to get very ugly, there is no doubt about it at all, errei.
So no one noticed that grounding arrow gives a 2 second immobilise?
Ps, I will make hunter stay OP <3
Yup ^_^ and does les damage than a normal hit :D Useless spell ever :D
Also i've noticed that you cant cast anymore areas wile you have fulminating up.Thats sucks ,not much damage did before with fulminating now will be even worse.
About needle blast and fire rain areas ,not much damage ,around 500 damage on players ,not buffed, and with dirty fight and dead eye.I dont think they will be revived ,maybe just for lich same rp ,other way are waste.
Kyrenis
08-11-2014, 07:50 PM
Also i've noticed that you cant cast anymore areas wile you have fulminating up.Thats sucks ,not much damage did before with fulminating now will be even worse.
Lightning strike, Typhoon and Thunder strike all deal significant damage without fulminating.
Hayir
08-11-2014, 08:09 PM
Wait a minute here, he avoids the question yet again & all just by saying, "I did not avoid your question..."?! /me facepalms....
I did most fully & rationally explain away each of your various criticisms one-by-one, point-by-point & yet you still seemingly choose to evasively cling to petty conceit, to have no responsive & relevant answer, & worse, to snidely insult me.
It was not a stupid question at all, or so highly unlikely an imbalanced situation as to be invariably one-sided as you claim. Such as I described (or variations thereof) often & routinely happen & they will all happen again, & again, & again....
If you truly do not already know this indesputable fact or apprehend all the distinct possibilities presented in my original question & also in my replies to your posts, then so sorry, but I cannot really be of any further assistance at all trying(-in-vain) to explain it to you.
:looking:...(turn the page; next question/opinion?)...
You didn't explain away anything, all you did is deny my experience in war, saying that your scenario is the only possible. You just claim that there is no way the ranged classes get any support at all, even if that is the case it is not the fault of NGDs balance decisions it is the fault of the players for not properly supporting.
Your question would only make sense if it was really the case that no support is possible since you made the scenario as a RvR situation, but that just isn't the case, ofc support from realm mates is possible also for the ranged classes. I really don't know how you come up with such a thing...
But fine i will answer your question like you want it to be. Yes you are dead-wrong here.
i just dont feel like getting raped by retarded barbs from stalker
also two hunters is going to be virtually uncatchable with 100% invisibility and instant stalker behind a tree at any sight of danger.
same with relics two hunter with full movement only popping out for 1 sec to cast stalker
If this is released without more restrictions its going to get very ugly, there is no doubt about it at all, errei.
Yup it is really OP in this state.
I personally can't think of a real good restriction tho.
Restricting to fort area? Reducing dmg first secs out of stalker?
Lebeau
08-11-2014, 08:57 PM
You didn't explain away anything, all you did is deny my experience in war, saying that your scenario is the only possible...Yes you are dead-wrong here.Like I plainly said before, trapped in petty conceit of your own ego's making. I DID answer each of the points u raised (every one). I NEVER denied you had experience in war (just 'vision issues'). I NEVER said my scenario in the question I asked was the only one possible (because it isn't).
The scenario I described did form the basis for the question that I asked (& despite not once having tested it at all, u have just now inexplicably stated an UNreasonable UNshakeably-fixed opinion on it). Ahem! NO tests = NO proofs! These are all the dead-wrong ASSumptions that YOU made, but wish to blame ME for. Uh-uh! No way! Own it!
What I asked is entirely based upon a hypothetical (yet occasionally likely & possible) situation. You then proceeded to essentially claim that such NEVER happens (ahhhh, but yet it assuredly does). FFS! Am I even making a dent here? Just keep typing, stay stubborn, keep digging (this hole of YOURS may even reach China some fine day).
:cool:
For those who might have missed it due to the thread 'derailment' posting pile-up (& the big freshly-dug increasingly-deep hole over there):...[original scenario-&-question post-link]... Anyone actually tested this? Anyone really know the answer?
Dumberest
08-11-2014, 09:38 PM
Plus, the key here is not 15sec duration, but the 50sec CD, which is pretty amazing. That means you can hide 5 allies every 50 secs with no speed malus, like a personal camo for all. And 15sec gives you so much advantage in catching your opponent unaware and unbuffed.
People used Stalker more like a secondary camo (including myself) and are used to staying hidden for 5 mins, for whatever reasons. It was meant for group element and this new Stalker puts that into play nicely. The barb rushes, the MOD rush, areas.. the possibilities are endless.
Having a 15sec headstart to your opponents is a major advantage especially with the reduced CCs now.
total rubbish Irsh.you put these examples you described into practice.let me explain it to you.once stalker is cast on say 5 allies,you then have 15 seconds in which to reach your target area unseen.do you a) cast stalker in view of the enemy to ensure you get enough time to reach them and risk getting revealed and killed or do you b) cast stalker on your allies out of view then hope you have enough time to reach them,thats assuming they dont move too.your whole basis of arguement is assuming they dont move further away.
add on top of that how hunters have lost 10% from evasive tactics and acrobatic,thats 20% of thier defences lost and more damage taken.so hunters will be stalker suicides.one trip wonders.cast stalker for others to get kills,sotw is not enough time to hope to get away from a barb/lock.
this update is the worst ever.i do not think many of you fully comprehend what this update is going to do to hunter class(my fav class).they will now have weaker defences while marks with bigger range get more defences and more damage thanks to a cheap shield piercing that can be used under RA.im angry with NGD over this update because of the time effort and money ive invested in my hunter to see it relegated to a useless class at forts now.you never see me ganking grinders because i like to play my hunter at forts to help my team with the unique skills i have that they dont.now those skills are gone,i play my marks now and will continue to do so.you will argue that my skills have not gone,but the reality is they have.there is no point wasting 5 points for 15 seconds stalker that has such a very small range of use now.my honest opinion is this whole update was designed so that new players have to buy health and mana potions to grind.mark my words new players who dont understand the game and are starting out will really struggle to grind without resting now.thats going to make the grind curve even more boring if thats even possible.welcome to the new generation soon we will get a new game name "knightnum online -take forever to kill a player"
Doom-Elf
08-11-2014, 10:02 PM
total rubbish Irsh.you put these examples you described into practice.let me explain it to you.once stalker is cast on say 5 allies,you then have 15 seconds in which to reach your target area unseen.do you a) cast stalker in view of the enemy to ensure you get enough time to reach them and risk getting revealed and killed or do you b) cast stalker on your allies out of view then hope you have enough time to reach them,thats assuming they dont move too.your whole basis of arguement is assuming they dont move further away.
add on top of that how hunters have lost 10% from evasive tactics and acrobatic,thats 20% of thier defences lost and more damage taken.so hunters will be stalker suicides.one trip wonders.cast stalker for others to get kills,sotw is not enough time to hope to get away from a barb/lock.
this update is the worst ever.i do not think many of you fully comprehend what this update is going to do to hunter class(my fav class).they will now have weaker defences while marks with bigger range get more defences and more damage thanks to a cheap shield piercing that can be used under RA.im angry with NGD over this update because of the time effort and money ive invested in my hunter to see it relegated to a useless class at forts now.you never see me ganking grinders because i like to play my hunter at forts to help my team with the unique skills i have that they dont.now those skills are gone,i play my marks now and will continue to do so.you will argue that my skills have not gone,but the reality is they have.there is no point wasting 5 points for 15 seconds stalker that has such a very small range of use now.my honest opinion is this whole update was designed so that new players have to buy health and mana potions to grind.mark my words new players who dont understand the game and are starting out will really struggle to grind without resting now.thats going to make the grind curve even more boring if thats even possible.welcome to the new generation soon we will get a new game name "knightnum online -take forever to kill a player"
total agree ......... well not total ... I think many of them are fully comprehend but many of them are warriors classes so will be easy to kill hunters .... and isn't that dream of every barb ??? so Irsh is happy more or less with all of this only he forget 1 thing .... soon will not be hunters in game tho ..... will be class that no one play or only real rare do
and to NGD people ... well guys you can again remove my post or even ban me but to be fair to all hunters after this update you just made for hunters ... well at least stop torment people who play hunters and delete Hunter class wold be more fair from you then what you done in this update to Hunter class ( less dmg, less defense , reduced all things hunters use even distract shot that is more used by hunters then marksmans is reduced on time ... sotw is archer thing but marksmans have distance and on hunters will not even comment that and stalker is what I can't get over mostly ( move speed is reduced in updates before camo is still ok but don't know for how long maybe till next update after comeing one ) you put much in pets but if you wana have any dmg on hunter and use pet then no reason at all to make WM quests because you will never have points for WM tree or you can remove tricks tree or evasion one so less lose is not to use WM tree at all ) .... at least for 1 time do right and fair thing ........
pieceofmeat
08-11-2014, 10:23 PM
20% of hunters defences lol
wind_spirit
08-11-2014, 10:54 PM
hi,
so will be easy to kill hunters .... and isn't that dream of every barb ???
for Irsh, you can add : easy to kill warju on Ra :)
Hollow-Ichigo
08-11-2014, 11:00 PM
Hunters are far from easy to kill, after the update barbarians will just die faster
Doom-Elf
08-11-2014, 11:09 PM
Hunters are far from easy to kill, after the update barbarians will just die faster
not from hunters ... only real archer class to play now is marksman and you will be suprize Ichy when you see how easy hunters will go down from every other class sotw time reduce make all mages class kill hunter easy as well .... and that defense we lose will show you that real fast .... marksman at least have distance and can do it good hunters have 7% move speed that is noting because most mages have move speed in tunics + 7% speed is noting to escape marksman and barb still can outrun hunter for short time ..... if this stay like this Hunter will be as free kill if it's stay like this and as we see it will stay like this ..... ( just wait and see Ichy not even ammy and boss rings will do much diference when shild piercing on marksmans start be spawn under recharged arrows or shold we call it mini lethal strike ..... is more suit name for it in marksman case )
Kyrenis
08-11-2014, 11:29 PM
not from hunters ... only real archer class to play now is marksman and you will be suprize Ichy when you see how easy hunters will go down from every other class sotw time reduce make all mages class kill hunter easy as well .... and that defense we lose will show you that real fast .... marksman at least have distance and can do it good hunters have 7% move speed that is noting because most mages have move speed in tunics + 7% speed is noting to escape marksman and barb still can outrun hunter for short time ..... if this stay like this Hunter will be as free kill if it's stay like this and as we see it will stay like this ..... ( just wait and see Ichy not even ammy and boss rings will do much diference when shild piercing on marksmans start be spawn under recharged arrows or shold we call it mini lethal strike ..... is more suit name for it in marksman case )
1. Most mages do not have movement speed gear.
2. Recharged arrows does not alter shield piercing's damage.
3. Hunters are not and will not be the easiest class to kill. Warriors and archers alike are getting their defenses lowered.
I hate how everyone is complaining about their main classes receiving nerfs, when in reality everyone is getting nerfed equally.
DemonMonger
08-12-2014, 01:56 AM
OMG!!! dual shot .5 casting time!!
I'm going to start playing again!:punk:
Dumberest
08-12-2014, 02:24 AM
1. Most mages do not have movement speed gear.
2. Recharged arrows does not alter shield piercing's damage.
3. Hunters are not and will not be the easiest class to kill. Warriors and archers alike are getting their defenses lowered.
I hate how everyone is complaining about their main classes receiving nerfs, when in reality everyone is getting nerfed equally.
i disagree with point 2. shield piercing is a scaling damage based on attack damage of the player,its a % therefor its going to act just like ensnare arrow does under cold blood buff i expect.
amun isnt available to me to test.yes hunters will be weaker now,they have lost 20% armor points when buffed and have less sotw to rely on.
on a standard lvl 60 hunter they have aprox 370 ap. so when fully buffed so instead of ap increasing to 530 ish it will increase to aprox 490 ish.thats a drop of 40 ap or 40 more damage and thats not even including the damage modifiers for acrobatic which has also been reduced.then a marks will get the strategic position bonus to compensate for the loss to evasive and acrobatic..at a fort a hunter dosnt stand a chance unless they have boss jewellery etc.like i keep saying hunters will be relegated to grind ganker class.
Kyrenis
08-12-2014, 02:51 AM
i disagree with point 2. shield piercing is a scaling damage based on attack damage of the player,its a % therefor its going to act just like ensnare arrow does under cold blood buff i expect.
Proof:
http://i.imgur.com/7FTdx7x.png
amun isnt available to me to test.yes hunters will be weaker now,they have lost 20% armor points when buffed and have less sotw to rely on.
As with marksmen.
on a standard lvl 60 hunter they have aprox 370 ap. so when fully buffed so instead of ap increasing to 530 ish it will increase to aprox 490 ish.thats a drop of 40 ap or 40 more damage and thats not even including the damage modifiers for acrobatic which has also been reduced.then a marks will get the strategic position bonus to compensate for the loss to evasive and acrobatic..at a fort a hunter dosnt stand a chance unless they have boss jewellery etc.like i keep saying hunters will be relegated to grind ganker class.
Have you seen the changes to strategic positioning? It is almost not worth getting. At level 5 it lasts 25 seconds and gives a -20% ranged damage protection buff. That is worse than the current wind wall which most locks would rather not use. It is nowhere near what it used to be, and is now a shadow of its former self.
But hey, at least ensaring arrow doesn't take 1 second to cast like the new winter stroke. :hat:
i disagree with point 2. shield piercing is a scaling damage based on attack damage of the player,its a % therefor its going to act just like ensnare arrow does under cold blood buff i expect.
amun isnt available to me to test.yes hunters will be weaker now,they have lost 20% armor points when buffed and have less sotw to rely on.
Barbarians loss 30% passive armor ... but whatever ...nothing changed on forum hunter cry all time about they are nerfed ....
Lightning strike, Typhoon and Thunder strike all deal significant damage without fulminating.
True somehow ...on mobs ,before i never did more than 600-700 on mages and 100-200 warriors with fulminating ... now i will try to test in real war situations ....
Kyrenis
08-12-2014, 03:15 AM
True somehow ...on mobs ,before i never did more than 600-700 on mages and 100-200 warriors with fulminating ... now i will try to test in real war situations ....
I've personally tested lightning strike on both buffed and unbuffed players, and it deals considerable damage on both. (excluding shieldwall)
It is essentially just whatever your fulmi-normal hit would be, but as an area. I'm certainly not going to complain about that. :viking:
Paranoia
08-12-2014, 03:22 AM
But hey, at least ensaring arrow doesn't take 1 second to cast like the new winter stroke. :hat:
Thanks god (6(3657755$$
Dumberest
08-12-2014, 03:34 AM
im still not convinced.already hunters struggle VS a marks at a fort.were both using the same evasion tree and you say the new strategic position isnt worth using,to me it sounds great.it will allow me to sit in the open hitting my targets and taking less damage for 25 secs.thats a big damage swing in a marks favour..too much imo.
if im already hitting 100-150 more than a hunter is,then after this update i expect to be hitting closer to 200-220 more damage than a hunter can when im fully buffed.a smart marks would sit at a range that suits the marks anyways.so whats left for a hunter at a fort if he cant atleast get close to hurting a marks.im not saying a hunter should be able to kill a marks at a fort,they shouldnt.but they should atleast hurt that marks enough to make them back off or seek healing/mana.its not going to be very wise of hunters to pop out in camou to attack at forts in nearly most situations now.sotw is too short and the extra damage they will take is going to be noticable.
my whole complaint isnt about nerfing hunters,its about shutting them out of fort fights.fort fights are the best fun but not for hunters.with so much DI and dispels around all a hunter currently has is damage.now they will last even less time at a fight with other archers.in the open field making surprise attacks from camou a hunter is still going to be strong.but isnt this game about team work and RvR not PvP?
Kyrenis
08-12-2014, 03:58 AM
....
This isn't even related to the upcoming update, it is a currently existing problem that wasn't made better or worse with this changelog.
This issue will probably always persist until we get rid of shared trees. There isn't much else to say.
I've personally tested lightning strike on both buffed and unbuffed players, and it deals considerable damage on both. (excluding shieldwall)
It is essentially just whatever your fulmi-normal hit would be, but as an area. I'm certainly not going to complain about that. :viking:
After all i must be agree with you ,are not very powerful for individual use ,but summed up in RvR mode at fort wars will be good ,a few marks with needle blast and fire rain(or reposhot) and a few barbs with areas will defence easy a fort.
im still not convinced.already hunters struggle VS a marks at a fort.were both using the same evasion tree and you say the new strategic position isnt worth using,to me it sounds great.it will allow me to sit in the open hitting my targets and taking less damage for 25 secs.thats a big damage swing in a marks favour..too much imo.
Why you try to play your hunter as a marksman ?..sitting on wall ?... go camo and back assassinate enemy conj /confuse it .Camo and recap enemy fort ,track down runners and take them down ,finish low HP enemys ...etc .
After all this years most of hunters wanna be marksman ,i never got that , hunters class means tricks and play dirty ,if you want a boring and static class make a marksman .
Go camo and confuse the marksman and he will have 50% less armor :P
And about shield piercing ...
Just tested ,offers advantage to hunters ,in fact my lvl 60 marks deals same damage as my lvl 48 hunter,and you are able to hit a ensnare and a shield piercing on cold blood , so hunters wins a bonus :D Will be killer setup for hunters...
Lebeau
08-12-2014, 06:38 AM
...I hate how everyone is complaining about their main classes receiving nerfs, when in reality everyone is getting nerfed equally....i do not think many of you fully comprehend what this update is going to do to hunter class...Barbarians loss 30% passive armor...Uh, nerfed equally?! Idts. To be fair, going from a passive +30% at lvl 5 to the reduced +25% at lvl 5 on Caution is not at all such a really hard nerf. Also, Frenzy is totally unaffected in this package (if NGD had wanted to single barbs out for a defensive nerf, this currently-unshared-with-knights skill was surely the place to do it. Obviously, they did not wish to do so). Further, shared passive resists were 1/2-ed from 10/12/14/17/20% to a much more modest 5/6/7/8/10% (but unlike many, I never skilled more on either warrior class than a lvl 1 in any of these anyhoo').
Ok, now look at the archer soak-skill nerf summary: Evasive Tactics went from 15/25/35/45/55% to 5/15/25/35/45%, & their 'Frenzy'-like spell (Acrobatic) was also nerfed: from 10/15/20/25/30% to 5/10/15/20/25%. Marks made up some of this loss back by gaining a once-again working (but duration-shortened) version of Strategic Position. Both archers also lost about 1/2 their SotW duration. So ya', imho, hunters got alot of room to complain & should feel singled out here (AGAIN!).
Ya' have got to do the math of it to perceive the inherent imbalance. What I mean is, if you hit high, then the % of defense your enemy lost is a much higher dps value than if you hit low. An archer hitting say 200-300 will hit at most maybe around 20-25 (I'm estimating here) points higher on an unbuffed warrior due to the 5% loss in Caution. That warrior hits for say 400-600 on the unbuffed archer & the lost 10% in Evasive Tactics & the 5% loss in Acrobatic then translates to alot more than just 20-25 points of extra damage per normal attack; it means a (several-times-)multiple of 20-25 in fact (over-100?).
What makes this example even more glaring is this: due to the linear-value absolute-damage-reduction soak-system still in use & various buffs & auras, most hunters already hit alot lower than 200-300 per normal on a warrior & many barbs definitely hit alot higher than 400-600 on an archer. Thus, due to these proposed changes, the differences between the two subclasses (in the normal damage output example above) becomes even more extreme: far less than 20-25 extra damage for hunter, as compared to more than a several-times-multiple of 20-25 for the barb (i.e. in the well-over-100+ range):warning:
P.S.: Kitsunie & Nekoko, where r u now? We NEED u! (Well, I do at least; u girls coulda' easily given my example above the EXACT numerical values that I did not).
Wi3ld
08-12-2014, 07:39 AM
i disagree with point 2. shield piercing is a scaling damage based on attack damage of the player,its a % therefor its going to act just like ensnare arrow does under cold blood buff i expect.
I tested SP out on Amun the day it opened. After duelling several times with and without RA, I noticed absolutely no difference in the amount of damage Shield Piercing produced. My criticals were around the same, if not higher. So no, I believe RA does not increase the damage on SP.
Shwish
08-12-2014, 08:37 AM
I tested SP out on Amun the day it opened. After duelling several times with and without RA, I noticed absolutely no difference in the amount of damage Shield Piercing produced. My criticals were around the same, if not higher. So no, I believe RA does not increase the damage on SP.
Recharged arrows was never included in the weapon damage calculation so it shouldn't increase the damage of shield pierce much like it never did for dual shot all these years.
Recharged arrows was never included in the weapon damage calculation so it shouldn't increase the damage of shield pierce much like it never did for dual shot all these years.
Yup ,exactly ,RA is aplayed only to normal hits.Has nothing to do with SP.
Doom-Elf
08-12-2014, 09:19 AM
funny you say that because shild piercing worked with my RA on Amun and now Shild piercing is just dmg boost arrow that make dmg based on your atack dmg and after RA your atack dmg increase unlyike Dual shot where you have boost of dmg but based on slysing dmg you get extra slysing dmg and boost of Dual shot is not so big on lvl 4 .....
PS.. tested with Doom-Elf ( Ra server marksman lvl 60 ) and Evil-Elf (Haven Marksman lvl 60 )
Mage_pegusas
08-12-2014, 10:58 AM
OMG!!! dual shot .5 casting time!!
I'm going to start playing again!:punk:
Hero. Tenchars.
Wi3ld
08-12-2014, 11:22 AM
funny you say that because shild piercing worked with my RA on Amun and now Shild piercing is just dmg boost arrow that make dmg based on your atack dmg and after RA your atack dmg increase unlyike Dual shot where you have boost of dmg but based on slysing dmg you get extra slysing dmg and boost of Dual shot is not so big on lvl 4 .....
PS.. tested with Doom-Elf ( Ra server marksman lvl 60 ) and Evil-Elf (Haven Marksman lvl 60 )
Do you even think about what you say before you write it down? Please, just stop posting.
Best,
funny you say that because shild piercing worked with my RA on Amun and now Shild piercing is just dmg boost arrow that make dmg based on your atack dmg and after RA your atack dmg increase unlyike Dual shot where you have boost of dmg but based on slysing dmg you get extra slysing dmg and boost of Dual shot is not so big on lvl 4 .....
PS.. tested with Doom-Elf ( Ra server marksman lvl 60 ) and Evil-Elf (Haven Marksman lvl 60 )
Maybe your RA is from other game :D kidding ...
Let's say that you are right and you discovered a bug ?..can you prove it with screenshots or replicate it ?
Because revert at you say i had old bug(old 3 years one) where you lose like 100-200 dmg from RA sometimes and need to disconect from game and reconnect to fix it..
Aries202
08-12-2014, 01:38 PM
funny you say that because shild piercing worked with my RA on Amun and now Shild piercing is just dmg boost arrow that make dmg based on your atack dmg and after RA your atack dmg increase unlyike Dual shot where you have boost of dmg but based on slysing dmg you get extra slysing dmg and boost of Dual shot is not so big on lvl 4 .....
PS.. tested with Doom-Elf ( Ra server marksman lvl 60 ) and Evil-Elf (Haven Marksman lvl 60 )
Start posting some log screen shots, cause I take it you're speaking out of your ass.
Cuchulainn
08-12-2014, 01:51 PM
[...]
Adaptability: Duration reduced to 4-6-8-10-12 secs from levels 1 to 5. Mana cost: 180-220-260-290-330 from levels 1 to 5. Critical Chance improved to +200%; Cooldown: 80 secs.
[...]
I tested the new Adaptibility spell and compared it to sudden strike. I came to the conclusion that Sudden Strike 1 is much more worth to have than Adaptibility on lvl 4.
The only advantage of Adaptiblity is that it can't be resisted, because it's a buff. But it costs much more mana and lasts much less time and can only be used with short bows. The damage increase is about the same as with Sudden Strike.
Doom-Elf
08-12-2014, 01:53 PM
Do you even think about what you say before you write it down? Please, just stop posting.
Best,
yes I do think and I test all what I say before and in future will be with screen shots .... and ye all I say before on hunters is true .... I know you are knight main and you like this new update Wi3ld ... it's real funny how warriors classes enjoy this special go for knights ... it's easy to troll about hunter class from your pozition Wi3ld
Wi3ld
08-12-2014, 02:06 PM
I know you are knight main and you like this new update
lol my main is Barb actually. I only started playing Knight more when I found out about this new update. Hell, I don't even have my knights name in my signature. I was playing Hunter more, but got bored because not enough people hunt solo these days.
Truth is, because barb is my main, I hate this update. But I can't disagree with it, if that makes sense.
I was being used as a pin cushion before by archers, now it's going to be even worse. So that's two facts you got wrong in one statement. Good for you.
I-Executor-I
08-12-2014, 02:38 PM
lol my main is Barb actually. I only started playing Knight more when I found out about this new update. Hell, I don't even have my knights name in my signature. I was playing Hunter more, but got bored because not enough people hunt solo these days.
Truth is, because barb is my main, I hate this update. But I can't disagree with it, if that makes sense.
I was being used as a pin cushion before by archers, now it's going to be even worse. So that's two facts you got wrong in one statement. Good for you.
but still you are actually warrior class so more or less she is right and she is right about Hunters and Marksmans as well . So let's just make Marksmans or Warrior class and problem will be solve
Doom-Elf
08-12-2014, 02:41 PM
but still you are actually warrior class so more or less she is right and she is right about Hunters and Marksmans as well . So let's just make Marksmans or Warrior class and problem will be solve
lol Valorius makeing warr class is just avoiding problem not solveing and don't know why all hunters are sush now because when update come will be to late to say anything .......
seeli
08-12-2014, 04:52 PM
http://cor-forum.de/DATEIEN/update/boss.php
Push for the new drops! :)
If you see one of the new weapons... send a screenshot as private message... then they can add it ;)
Will there be a visual redesign for these weapons?
pieceofmeat
08-12-2014, 05:21 PM
I tested the new Adaptibility spell and compared it to sudden strike. I came to the conclusion that Sudden Strike 1 is much more worth to have than Adaptibility on lvl 4.
The only advantage of Adaptiblity is that it can't be resisted, because it's a buff. But it costs much more mana and lasts much less time and can only be used with short bows. The damage increase is about the same as with Sudden Strike.
What would you say that your critical hit rate was?
Also wouldnt a critical hit scale up with a buffed hit from cold blood or dirty fighting, while sudden strike is always a fixed value?
Hollow-Ichigo
08-12-2014, 07:10 PM
If you could update any spell changes and put them in the changelog, that'd be great
Adrian
08-12-2014, 07:17 PM
If you could update any spell changes and put them in the changelog, that'd be great
We're on it. The changelog is huge and demands a lot of time to recheck it.
Adrian
08-12-2014, 07:19 PM
bug
concerning mass ressurrection:
"Resurrection Dizziness added on revival" does also apply for all living allies around. This means that in an area of 6 meters, everyone of your realmmates will be immune to everything for a few seconds, which probably isn't intended.
(seems noone has reported it yet)
This is fixed in this version, please test it if possible. Thank you! (it appears as casted but has no effect on alive characters).
Hollow-Ichigo
08-12-2014, 07:19 PM
We're on it. The changelog is huge and demands a lot of time to recheck it.
I understand, but the sotw and escapist change got my heart racing <3
Adrian
08-12-2014, 07:22 PM
I understand, but the sotw and escapist change got my heart racing <3
I'll slow the rate a little bit: they are not stackable :tonguey:
Hollow-Ichigo
08-12-2014, 07:26 PM
I'll slow the rate a little bit: they are not stackable :tonguey:
Good, otherwise casting both at the same time and using camouflage would be too easy an escape
Ps: make hunter WM HP 700 like conjus <3
errei
08-12-2014, 07:38 PM
pls, as you raised Daen Evendim and thorkul to lvl 60, make them drop 2 items per kill again, ty!
Hollow-Ichigo
08-12-2014, 08:12 PM
Adrian pls.
Frosk
08-12-2014, 08:19 PM
Version 1.10.9 - Changelog August 12th 2014
Gameplay - World Map
- Modified: Eferias and Imperia altars of resurrection relocated a few meters away from the road.
- Modified: Added Save Guards to Castle Altars of Resurrections.
Gameplay - Combat
- Modified: Son of the Wind and Escapist can't be stacked.
Mass Resurrection should not affect the living anymore. It may show up as being casted upon, but without granting health or Sanctuary effect.
Gameplay - Balance Tweaks
Mage
- Mana Ignition: Cooldown increased to 50 secs.
- Fire Magnification: Damage bonus 5-15-25-35-45 from levels 1 to 5.
- Ice Magnification: Damage bonus 5-15-25-35-45 from levels 1 to 5.
- Lightning Magnification: Damage bonus 5-15-25-35-45 from levels 1 to 5.
- Pricking Ivy: Duration: 3-4-5-6-7 from levels 1 to 5. Cast time: 1 sec. Cooldown: 30 secs.
- Silence: Duration: 3-4-5-6-7 from levels 1 to 5. Mana Cost: 150-175-200-225-250. Cast time: 1 sec
- Will Domain: Cast time reduced to 0.5 secs
Conjurer
- Heal Ally: HP granted raised to 200-350-500-650-800 from levels 1 to 5. Range increased to 25.
- Regenerate Ally: HP granted raised to 15-26-37-48-60 from levels 1 to 5. Range increased to 25.
- Steel Skin: Changes WILL BE REVERTED. This skill will not avoid players from using damage skills. READ THE NOTES AT THE END OF THE POST.
- Mind Blank: -80% Damage reduction. This effect has been added to allow conjurers to continue using damage cc's to assist players in trouble.
Warlock
- Darkness: Cooldown reduced to 50 secs.
- Freeze: Duration: 3-4-5-6-7 from levels 1 to 5. Mana Cost: 100-130-160-190-220. Cooldown: 30 secs.
- Meteorite: Duration: 3-4-5-6-7 from levels 1 to 5
Archer
- Escapist: Evasion bonus removed. Added Absolute Evasion Chance. Duration reduced to 3-4-5-6-8 from levels 1 to 5. Mana Cost: 120-150-185-215-250 from levels 1 to 5.
- Son of the Wind: Spell Resistance bonus removed. Added Absolute Spell Resistance Chance.
Distraction Shot: Duration increased to 5-6-7-8-10 from levels 1 to 5. Mana Cost: 75-100-125-150-175 from levels 1 to 5. Cooldown: 50 secs.
Grounding Arrow: Duration increased to 4 seconds. Mana Cost: 95-120-145-170-195 from levels 1 to 5. Cast time: 0.5 secs
Hunter
- Stalker Surroundings: Changes reverted. The ideas proposed were interesting, but it could lead to several unfair situations when coordinating the skill with a group of hunters while group hunting (or ganking grinders).
Marksman
- Strategic Position: Added 10% Movement Speed malus.
- Recharged Arrows: Mana Cost per arrow reduced to 20-25-30-35-40 from levels 1 to 5. Health Cost per arrow reduced to 10-15-20-25-30 from levels 1 to 5.
- Lightning Arrow: Cast time reduced to 1 second. Mana Cost: 260-290-320-350-380
- Winter Stroke: Duration: 3-4-5-6-7 from levels 1 to 5. Cast time: 0.5 secs
Warrior
- Caution: Changes have been reverted.
- Balestra: Duration: 2-3-4-5-6 from levels 1 to 5. Cooldown 40 secs.
- Back Slam: Duration: 3-4-5-6-7 from levels 1 to 5.
- Kick: Cooldown increased to 35 secs.
Knight
- Shield Bash: Duration: 3-4-5-6-7 from levels 1 to 5. Mana Cost: 110-135-160-175-190. Cooldown: 45 secs.
- Feint: Cooldown increased to 35 secs.
Barbarian
- Deafening Roar: Cast time: 0.5 secs
- Beast Attack: Duration: 3-4-5-6-7 from levels 1 to 5.
- Howl: Duration: 3-4-5-6-7 from levels 1 to 5.
---
NOTES:
1- Steel Skin hasn't been updated yet, although the changes described here are the ones we want to make.
2- Lightning Arrow still has its old Cast Time.
3- Pricking Ivy still has its old Cast Time.
4- Save Guards in both Imperia and Eferias may have to be changed, as they may be annoying when taking out a Relic and having to move close to the Save.
5- Mind Blank Mana Cost and Cooldown (195 secs) is NOT final. IGNORE that value.
IMPORTANT: These changes are NOT final. They're bound to be modified as we receive feedback from you during this whole week. Thank you for understanding. :hat:
When we reach a final version, we'll post a final changelog that'll include the original ones and any other that come up as testing days pass by.
Best,
Kyrenis
08-12-2014, 09:24 PM
- Mind Blank: -80% Damage reduction. This effect has been added to allow conjurers to continue using damage cc's to assist players in trouble.
Will the current cooldown of 195 seconds be the final product?
Hollow-Ichigo
08-12-2014, 09:24 PM
Has mind blank still got the 195 second cd and 420 (blaze it) mana cost?
Pery3000
08-12-2014, 09:28 PM
Now what about trell save being so close to fort?
71175
08-12-2014, 09:31 PM
- Fire Magnification: Damage bonus 5-15-25-35-45 from levels 1 to 5.
- Ice Magnification: Damage bonus 5-15-25-35-45 from levels 1 to 5.
- Lightning Magnification: Damage bonus 5-15-25-35-45 from levels 1 to 5.
Hey guys, you are starting to confuse me. What exactly do you want to accomplish with this?
Awrath
08-12-2014, 09:34 PM
Well, I'm glad to see a balance update that's long overdue. But, as I do in every balance update, I still have to whine about some core issues that I feel needs to be changed before balance can be seriously looked at. Scias did mention them earlier. There are a few fundamental problems in this game.
Firstly, shared trees is a huge problem and really you should get rid of them, subclasses should not be sharing trees. The primary reason why we have useless spells that no one uses is because of shared trees. Certain spells you cannot adjust and make useful without making it OP on certain classes. By removing shared trees you can still have common spells but alter the duration, spell effect or damage output more effectively.
Secondly, scaling is something that needs to be looked into, especially with mages. Fixed damage spells means that a level 37 mage with the same level 5 spells effectively is as powerful as a level 60 mage using that same spell. These spells should be scaling, and it would be nice if it scaled the damage output with the amount of int on the mage (The same could be done with heals).
Thirdly, the current armour system needs to go. The more you "balance" with the current armour system the harder it will be to balance in the future. You are balancing damage output to an armour system that is pretty poor. Absolute damage reductions need to go!
Effectively these balance updates are just temporary fixes, as come your next level cap raise, which I assume you will want to do to preserve the longevity of your game, it will all break again.
tl;dr Core issues need to be addressed first.
That's the end of my mandatory whine. Good job otherwise, but I do hope you have plans to address the root cause of your balance problems.
Frosk
08-12-2014, 09:34 PM
Will the current cooldown of 195 seconds be the final product?
Has mind blank still got the 195 second cd and 420 (blaze it) mana cost?
5- Mind Blank Mana Cost and Cooldown (195 secs) is NOT final. IGNORE that value.
_____________
Cuchulainn
08-12-2014, 09:36 PM
What would you say that your critical hit rate was?
Also wouldnt a critical hit scale up with a buffed hit from cold blood or dirty fighting, while sudden strike is always a fixed value?
About half the hits on challanging creatures were critical, when I used Adapatibility and Meditation 4. I did a test again to see the effect of dirty fighting and cold blood, but even combined with these buffs I cannot say that the damage increase of Sudden Strike is any worse compared to Adaptibility.
advantages of Sudden Strike compared to Adaptibility:
longer duration
good at low skill levels
much lower cooldown
lower mana consumption
affects not only attacks without spells, but also attack spells
not bound to just Short Bows
disadvantages
cast time not instant, but 1 sec
spell can be resisted (happened in my test very rarely on normal and challanging creatures → about 10 of 11 attempts without resist)
cannot be used on DI'd enemies
some values from my test, on my lvl 50 hunter with a fast short bow on Savage Ignean Orcs:
test values with adapatibility(4), CB4+DF3
7 arrows needed to kill with 1911 total damage
6 arrows with 1941 damage
6 arrows with 1906 damage
7 arrows with 1953 damage
test values with SS(1), CB4+DF3
6 arrows with 1872 damage
6 arrows with 1821 damage
6 arrows with 1791 damage
6 arrows with 1794 damage
IMHO NGD should either buff Adaptibility a bit or make SS a bit worse.
Hollow-Ichigo
08-12-2014, 10:11 PM
Conjurer heals are too high, the only class that can outdamage the heals is barb..
Balint
08-12-2014, 10:25 PM
Grounding Arrow: Duration increased to 4 seconds. Mana Cost: 95-120-145-170-195 from levels 1 to 5. Cast time: 0.5 secs
Revert it back to 2 sec, it was a good spell, don't make it OP. 4 sec immobilize form 35m in every 30 sec is just too much for a class like marksman. 2 sec is pretty enough to escape or to slow somebody down for a short time. Compare it to pricing ivy, grounding arrow is superior in everything.
schachteana
08-12-2014, 10:27 PM
Conjurer heals are too high, the only class that can outdamage the heals is barb..
yes, but this had already been the case, just think of live savior and material wall.
It just got adjusted to RvR more which is good. 800 may be too much, I'm not sure ... but anyways it's all the same, read the following post please
Well, I'm glad to see a balance update that's long overdue. But, as I do in every balance update, I still have to whine about some core issues that I feel needs to be changed before balance can be seriously looked at. Scias did mention them earlier. There are a few fundamental problems in this game.
Firstly, shared trees is a huge problem and really you should get rid of them, subclasses should not be sharing trees. The primary reason why we have useless spells that no one uses is because of shared trees. Certain spells you cannot adjust and make useful without making it OP on certain classes. By removing shared trees you can still have common spells but alter the duration, spell effect or damage output more effectively.
Secondly, scaling is something that needs to be looked into, especially with mages. Fixed damage spells means that a level 37 mage with the same level 5 spells effectively is as powerful as a level 60 mage using that same spell. These spells should be scaling, and it would be nice if it scaled the damage output with the amount of int on the mage (The same could be done with heals).
Thirdly, the current armour system needs to go. The more you "balance" with the current armour system the harder it will be to balance in the future. You are balancing damage output to an armour system that is pretty poor. Absolute damage reductions need to go!
Effectively these balance updates are just temporary fixes, as come your next level cap raise, which I assume you will want to do to preserve the longevity of your game, it will all break again.
tl;dr Core issues need to be addressed first.
That's the end of my mandatory whine. Good job otherwise, but I do hope you have plans to address the root cause of your balance problems.
please give this man a cookie... totally agree.
Doom-Elf
08-12-2014, 10:31 PM
hunter at least look on something now ( not happy with duation of sotw and ecapist and can't cast bouth in time but will manage same go for distract shot but it can be managed )
Staleker can be cast only with ally it's ok to but there is bug in time lvl 1 have same duration as lvl 5 need be 90 s on lvl 2 3 4 time is correct
Adrian
08-12-2014, 10:40 PM
...
We already know this. I kindly ask everyone to focus on the changes we are making NOW. Core issues need to be addressed, but the game as it is now NEEDS this kind of update first (as it is doable and effective, because core issue fix attempts can fail).
So, let us focus on the priorities and understand that saying what should change is easy. Come on, I could say that we should switch from petrol to electrical cars, stop eating meat and finding a 100% easy to access and cheap contraceptive method and yes, I'm the man of the year for saying that (no offense intended, Awrath, because what you say is right and I agree, but not on the order, prioritization and do-ability).
So, let's go back to finish polishing this changes. Next updates bring more and more interesting changes (specially about end-gameplay) to make the game dynamic again. Core problems? Take time and we need to make the game enjoyable again to buy that time.
Trust us, this time we're giving you proof and we're complying.
Let's go back in topic. (for any other problematic discussion, create a new thread, thank you!)
Ryan_Carmon
08-12-2014, 10:55 PM
Sad to see new Stalker go, was imaging pretty fun ways to use it :/
Could you remove the "nearby ally" requirement, too, because it's not not worth to use with a group anymore (At least from a "hunting" perspective)
Mind Blank:
Yeah well, now my beloved conj was hit hard and I gotta start a rant as well ;)
On a more serious sidenote, I'd like to suggest 3 ways for the new MB, since you're wanting (and have IMHO) to change it. In the following I suggest values for level 5 spells
1) Keep it in the old fashion, but make it shorter
Duration: 15 sec
Cooldown: 60-90 sec
Effect stays the same
This makes it not that worth to skill it anymore but I would surely set some points into it just for the random "got ya cc" effect.
2) Make it work similar to SotW, but just block the effects
Duration: 7 sec
Cooldown: 50 sec
Immune to stuns as listed in live version
This makes it more like a "get out of jail free card" like archers have it. Has to be used properly to make it worth using
3) Make it block the next x spell CC effects
Duration: 20 sec
Cooldown: 90 sec
Immune for the next 5 incoming spell cc
The counter should also run down if spells like SC or other non-cc powers are cast on the conj to make him use it properly and to have a way to "remove" the buff from the conj as attacking enemy
Some other ideas:
Beast Attack: I still don't know why you're keeping the dizzynes effect on this spells. It serves kinda lika a double take. - Here, I gonna hit fucking hard, oh, and you now may die cuz dizzy. Either lower the DMG % down to 100% for a 100% dizzy for 2-6 or keep the 150% dmg and remove dizzy completely. Mana cost should be lowered while applying any of the 2 solutions.
Retaliation: Still bugged, does only return spells with a fixed dmg value (physical or magical) and just runs of by spells that just cause weap dmg. Also does not expire by casting a non-damaging spell on the archer
And maybe its possible to add a 2-6 second instant-camo spell for hunters. Would be nice to have to counter to fulmi or marks range deadlock infight.
This one is ofc copied by the new-old-removed Stalker, but I really liked the idea and maybe this is something fun to have for hunters without creating to much imbalance. Oppinions?
Doom-Elf
08-12-2014, 11:06 PM
Sad to see new Stalker go, was imaging pretty fun ways to use it :/
Could you remove the "nearby ally" requirement, too, because it's not not worth to use with a group anymore (At least from a "hunting" perspective)
Mind Blank:
Yeah well, now my beloved conj was hit hard and I gotta start a rant as well ;)
On a more serious sidenote, I'd like to suggest 3 ways for the new MB, since you're wanting (and have IMHO) to change it. In the following I suggest values for level 5 spells
1) Keep it in the old fashion, but make it shorter
Duration: 15 sec
Cooldown: 60-90 sec
Effect stays the same
This makes it not that worth to skill it anymore but I would surely set some points into it just for the random "got ya cc" effect.
2) Make it work similar to SotW, but just block the effects
Duration: 7 sec
Cooldown: 50 sec
Immune to stuns as listed in live version
This makes it more like a "get out of jail free card" like archers have it. Has to be used properly to make it worth using
3) Make it block the next x spell CC effects
Duration: 20 sec
Cooldown: 90 sec
Immune for the next 5 incoming spell cc
The counter should also run down if spells like SC or other non-cc powers are cast on the conj to make him use it properly and to have a way to "remove" the buff from the conj as attacking enemy
Some other ideas:
Beast Attack: I still don't know why you're keeping the dizzynes effect on this spells. It serves kinda lika a double take. - Here, I gonna hit fucking hard, oh, and you now may die cuz dizzy. Either lower the DMG % down to 100% for a 100% dizzy for 2-6 or keep the 150% dmg and remove dizzy completely. Mana cost should be lowered while applying any of the 2 solutions.
Retaliation: Still bugged, does only return spells with a fixed dmg value (physical or magical) and just runs of by spells that just cause weap dmg. Also does not expire by casting a non-damaging spell on the archer
And maybe its possible to add a 2-6 second instant-camo spell for hunters. Would be nice to have to counter to fulmi or marks range deadlock infight.
This one is ofc copied by the new-old-removed Stalker, but I really liked the idea and maybe this is something fun to have for hunters without creating to much imbalance. Oppinions?
lol about stalker maybe if you read up most hunters agree wold be fair about ally part but duration was problem but well from mage view that duration is problem as I see but then again as I tell before for mages or warriors that think like you wold be best to remove hunter move speed, camo, stalker .... maybee all posible skill and leave it on normal hits and maybee even slower then other classes ... lucky for hunters taht will not happen and well with this current situation and last update it's acceptable for hunters not great but still acceptable
Ryan_Carmon
08-12-2014, 11:08 PM
German Translations are not quite on point.
For SotW and Escapist "Abzuluze" should be "Absolute"
Lebeau
08-13-2014, 04:08 AM
Concerning CC's (My 2-cents-worth):
-A very good rule-of-thumb on durations imho would be 2/3/4/5/6 secs on all knocks & freezes (shorter because target becomes completely helpless, or invulnerable), 4/5/6/7/8 secs on all dizzies, stuns, can't-attacks & immobilizes, & 12/15/18/21/24 (or perhaps 8/12/16/20/24) secs for confuse & darkness. The various slow-CC's are currently a very hodge-podge mixed-bag of various effect %'s, durations & cd's (tbph not sure what to make of them all atm as a single cc-type, but thinking on it). It's hard to balance the use of CC's when a certain class has so high a dps-production that they can easily kill in less than one cc's duration (this needs to be looked at closely & adjusted as well imho). I'd like to add a stun-component CC to the spell Golem Fist (this would get more to skill it I'm sure). Also, no single-target CC, or de-buff either, should ever have a longer cd than 1 min. Opinions?
:lighten:
Tamui
08-13-2014, 06:00 AM
Woah.
Heals 800?
Mind Blank malus?
Mana Burn increased cooldown?
I'm kind of with Ryan_Carmon on Mind Blank. Or at least increase its effects to let's say:
70% CC Resist.
20s duration
70s Cool down
I'm ok with that as a support conjurer. Doesn't effect it too much.
But Warjurer? It's the side a Conjurer grinds and rages.
The only Crowd Control spells a Conjurer has, have been nerfed. And yes, all the classes have been, which is a GOOD thing.
However, a Conjurer is severely limited at offence now. We still have the old arsenal, with exception of Timemaster, so we can dwell alright.
We have Staff Mastery now, yes! If only it wasn't that gear depended that made players assholes to trade you a piece of gear.
But defence? Let's see:
Steel Skin and Mind Blank? Yeah they're going to be used to run away.
Force Armour? Not very "armoury". Combined with Karma Mirror gives you a chance to hold on yourself for about 10s about it.
Self Heals: Those are the only thing that remained unchanged.
Energy Barrier: It's an eh. Good for the first few hits, after that, he's vulnerable.
And I do know that these changes are RvR oriented and I'm with that. As a supportive Conjurer I'm still benefiting.
Notes about summons:
Can you please add the command bar to summons that doesn't disappear after the enemy dies? That would give a certain supportive element in Summon tree.
I would say something about mana reduction but people may not like that at all.
One thing I wish to see is:
Some CC or damage spell on the Conjurer trees. Something useful as an offence which can be used by a Conjurer.
Lebeau
08-13-2014, 06:56 AM
Woah...
...Mana Burn increased cooldown?...Ya', Ikr. That total-bs Mana Burn cd-nerf is another real slap-in-the-face insult to mages; they just keep coming, ffs! (/me makes cross-symbol using forefingers & drives the UNneeded, UNwanted nerf away & back into the shadows again where it rightly belongs). Guess the slap-happy, (muscled-up-warrior)-loving -BLEEPIN'-BLEEPITY-BLEEPs- really want to make sure their uber-fav-class now has more than enough mana to cast all these new-&-improved, high-power/higher-damage warrior/barb-areas once they reach ya' (which will likely happen far more often, & quicker, being easier soon as all the slow-CC's in the game, except DI-resisted caltrops, got effect-nerfed).
Honestly, will they go after all we locks still have left next: Vamp & Soulk? (& they really ain't all that anymore anyhoo') Sadly they are just about the only decent spells left to us that remained mostly UNchanged/UNnerfed (except for our targets having more hit points) after the lvl-cap-rise/new-better-armors-&-soak 'update' almost 4 years ago & this latest 'balance' package here now ... but hey, maybe we just might be able using this new Frozen Storm &/or Sultar's Terror (every few minutes anyhoo') to set up & stun/knock the enemies so the real killers can swoop in & 3-hit facedance them all to death before we adjunct-mages over here get steamrolled flat for our effort.... ('yay team!'...pffft)
:(
pieceofmeat
08-13-2014, 07:42 AM
I cant seem to find anything listed about mana burn cooldown being increased.
But if it is the case, i personally think mana drains was nerfed plenty with the increase mana regeneration and a lot more frequent dispels in RvR, Before that it was the most overpowered shit in the game and NGD still left it in for many years.
I do realize that nerfs of this sort can potentially benefit the mage class in the long run, if the new brave NGD keep up with continuous balance improvements.
Darkness cool down 50 sec? Thats fine but imo duration should be reduced further in this case.
Id eventually like to see DI the noobiest shit spell no1 in this game reworked properly, this cant done with attacks as powerful as darkness.
Ya', Ikr. That total-bs Mana Burn cd-nerf is another real slap-in-the-face insult to mages
:(
There is no insult on this ,to be honnest mages DOST have to much power atm ,DOTS are damn good in PvP and individual hunt.
I'm playng active my warlock,marksman,barbarian,hunter,conjurer, in mixt setup anyway ,areas + a few dots,i'm playng more for realm and not for individual prove that i'm the best ,there is no the best or best spells ,depends what you want ,areas at warlocks are damn good to support your realm mates.
There are two points playng warlock:
1.)using dots and immobilized/freeze spells +dots
2.)using areas to support your realm
If a warlock complaint for a dot ,then he just complaint bias ,has nothing to do with RvR or this game ,just selfish persone.
I'm switching my class after realm needs and i can say warlocks has lots of power and most of CC from this game ,losing one of them is nothing compared with other classes that lose they core power.And also i can say ,that mages are less class gear dependent ,i wasted tons of xim in this game to try to make my barb/marks to compete others ,imposible without right gears ,wile a mage is direct spell dependent an can with easy compete a barb or marks.Playng warlock or conj bring me less frustration from game because i know i have much power without spend xime/or have certain gears.
Lebeau
08-13-2014, 07:53 AM
I cant seem to find anything listed about mana burn cooldown being increased...Ok, here ya' go, meaty-man!:
Version 1.10.9 - Changelog August 12th 2014...
...Gameplay - Balance Tweaks...
...Mage
- Mana Ignition: Cooldown increased to 50 secs...
Frosk meant "Burn", not "Ignition", but w/e (it's a very bad idea imho no matter what ya' call it!). Guess they expect us to somehow also skill & effectively use Evendim's Fury too, thus assuring that a target will lose enough mana (if we can somehow get in close enough) & lose it often enough as well (since Energy Borrow & Sadictic Servants are both rendered completely null-&-void by DI).
:p
Blastard
08-13-2014, 08:13 AM
- Pricking Ivy: Duration: 3-4-5-6-7 from levels 1 to 5. Cast time: 1 sec. Cooldown: 30 secs.
[...]
- Balestra: Duration: 2-3-4-5-6 from levels 1 to 5. Cooldown 40 secs.
Ranged immobilize with longer duration than melee?
Conjurer
- Heal Ally: HP granted raised to 200-350-500-650-800 from levels 1 to 5. Range increased to 25.
- Regenerate Ally: HP granted raised to 15-26-37-48-60 from levels 1 to 5. Range increased to 25.
Conjurer heals are too high, the only class that can outdamage the heals is barb..
100% agree. Previous 600 on heal and 45 on regen was really enough.
- Kick: Cooldown increased to 35 secs.
- Feint: Cooldown increased to 35 secs.
Stahp, you nerfed knight auras and now increasing cooldown on knocks? Ok, I get it's a part of your idea of game with less time laying on the ground, but how are we supposed to protect our allies now?
Blastard
08-13-2014, 08:16 AM
(since Energy Borrow & Sadictic Servants are both rendered completely null-&-void by DI).
You can cast Energy Borrow and Servants on DI-ed targets, just saying.
Lebeau
08-13-2014, 08:24 AM
You can cast Energy Borrow and Servants on DI-ed targets, just saying.Really! U can?! Wait a minute! What?! Neither spell does damage. Would it have any effect or just waste YOUR mana casting them? Are these 2 spells some kind of 'exception-to-the-rules'? Is mana-theft also considered as 'damage' for the purposes of bypassing DI? WTF?!
:confused:
Blastard
08-13-2014, 08:26 AM
U can?! Wait a minute! What?! Neither spell does damage. Would it have any effect or just waste YOUR mana casting them? WTF?!
:confused:
It does damage mana ;)
Lebeau
08-13-2014, 08:41 AM
It does damage mana ;)Idnkt. Ty 4 the lesson. "Learnt something new even after all this time", says the mildly-surprised 'old-dog'.
;)
Rising_Cold
08-13-2014, 11:39 AM
buffing up conjurer heal to 800 and regen to 60(?) is bad
dont do it, go back to 600 and regen 45 (ofc I wouldnt mind 50 but 45 works fine)
if you want to make conjus more effective, nerf barb damage from fulmination
and start working on boss gear (jewelry!)
Ill have to look into MB changes.. I have a feeling that Im not going to like them :/
Cuchulainn
08-13-2014, 12:03 PM
new bug with pets: the pet of hunters doesn't come back after unmounting from a horse.
schachteana
08-13-2014, 12:39 PM
Hunter
- Stalker Surroundings: Changes reverted. The ideas proposed were interesting, but it could lead to several unfair situations when coordinating the skill with a group of hunters while group hunting (or ganking grinders).
Why not keep the dynamic, fast way of stalker AND restrict the effect for everyone? Like, you could say, everyone can enter stalker surrounding only once in 5 minutes.
example:
Hunter A casts stalker in a group of allies. His log will say:
"You casted stalker surroundings (5) successfully on player B
You casted stalker surroundings (5) successfully on player C
You casted stalker surroundings (5) successfully on player D"
40 seconds after that, hunter B does the same, getting a message like
"You casted stalker surroundings (5) successfully on player E
Player B could not be stalked: 260 seconds immunity
Player F could not be stalked: 13 seconds immunity
You casted stalker surroundings (5) successfully on player G"
I have no idea if this would be sophisticated to realize
edit. Maybe it would be an idea to announce a special date for everyone to log onto Amun, so there would be some actual RvR. This aint gonna happen without a great call
wind_spirit
08-13-2014, 02:11 PM
hi,
i'm agree with the fact to nerf hunter who have boss jewel.
but hunter without are just too much lower damage.
why not make newer quest to have "ring of the farrier" ? ( an old rings fire +24 ), that can make hunter without boss jewel a little bit friendly
bye
necroferos
08-13-2014, 03:08 PM
Why not keep the dynamic, fast way of stalker AND restrict the effect for everyone? Like, you could say, everyone can enter stalker surrounding only once in 5 minutes.
example:
Hunter A casts stalker in a group of allies. His log will say:
"You casted stalker surroundings (5) successfully on player B
You casted stalker surroundings (5) successfully on player C
You casted stalker surroundings (5) successfully on player D"
40 seconds after that, hunter B does the same, getting a message like
"You casted stalker surroundings (5) successfully on player E
Player B could not be stalked: 260 seconds immunity
Player F could not be stalked: 13 seconds immunity
You casted stalker surroundings (5) successfully on player G"
I have no idea if this would be sophisticated to realize
edit. Maybe it would be an idea to announce a special date for everyone to log onto Amun, so there would be some actual RvR. This aint gonna happen without a great call
This idea is really interesting, so Stalker would be a tactic movement and you still prevent the "blink" effect (you know, stalker-burst-stalker) or the insta-perma stealth. I really liked the changes to this skill, and I'd be pleased to see that idea going on =)
Greetings!
MedicAlert
08-13-2014, 03:24 PM
hi,
i'm agree with the fact to nerf hunter who have boss jewel.
but hunter without are just too much lower damage.
why not make newer quest to have "ring of the farrier" ? ( an old rings fire +24 ), that can make hunter without boss jewel a little bit friendly
bye
Agreed.
Hunters without boss jewels only tickle other classes after the cb and ens nerf.
I like the idea of ring of the farrier: 24 fire dmg and 5% fire resistance, along similar rings which are kinda hybrid of normal quest ds/rol rings and wz boss rings.
Also, make champion rings/ammu tradeable and fairly available throught the realms or similar rings and amu for mages.
Finally, nerf/remove the dragon amulet and introduce new hybrid amulets to cope with the new balance update changes :)
However, congratulations on taking a huge step to balance out the gameplay mechanics making this game once again fun not frustrating :)
Adrian
08-13-2014, 03:52 PM
new bug with pets: the pet of hunters doesn't come back after unmounting from a horse.
Fixed locally. It will be in Amun in next update.
NotScias
08-13-2014, 04:01 PM
We already know this. I kindly ask everyone to focus on the changes we are making NOW. Core issues need to be addressed, but the game as it is now NEEDS this kind of update first (as it is doable and effective, because core issue fix attempts can fail).
The issue is that as long you don't fix the core issues you'll just shift the under/overpoweredness from one side of the game to another, and you'll need to rebalance things again soon because as long as the core issues aren't dealt with the balance will always be broken in a way or another.
Think about it, lv37 Mages will be able to heal up to 800 hp or deal 1200 dmg golem fists....
You have to make things in order to make it work, else you'll just be building on sand perpetually.
Raindance
08-14-2014, 02:33 PM
So I did some small testing on Amun and just so happened to see this thread (http://www.championsofregnum.com/forum/showthread.php?t=88159&page=3) revived and I thought it would be worth considering to change the cast speed of certain warlock debuffing spells to either 0.5 cast time or making them instantaneous, for example:
Laziness
Fragility
Petrify Hands
Infuriate
Elemental Exposure
Considering that these spells do not provide any damage, they are short in duration, Divine Intervention not being nerfed (yet?), CC spells being shortened, as well as Son of the Wind having absolute resist chance, there is really no time to be able to cast these spells on attacking enemies. Also, they may get dispelled easily in a few seconds.
I really feel that these spells, as well as some other debuffs in the mage trees, can serve as excellent counter attacks to archers and warriors. However, at the given moment they are hard to cast and no one really uses them except for boss fights, which is why I propose their cast time to be shortened. I think 0.5 cast time would suffice or they could actually be a tad bit too OP, especially since their GCD is Very Short.
I don't know if I'm the only one who sees potential in these spells, but I would certainly like to hope not because they could present a totally different side to the warlock class.
seeli
08-14-2014, 05:52 PM
Pls! Give Unstoppable Madness 100%.
No more luck for retards <3
pieceofmeat
08-14-2014, 06:31 PM
Pls! Give Unstoppable Madness 100%.
No more luck for retards <3
I agree, also make it alot easier to detect.
Cuchulainn
08-14-2014, 07:05 PM
If NGD makes UM 100% resist without nerfing it in another way, it will be far to overpowered. IMHO only spells which are used very rarely should be boosted.
pieceofmeat
08-14-2014, 07:46 PM
If NGD makes UM 100% resist without nerfing it in another way, it will be far to overpowered. IMHO only spells which are used very rarely should be boosted.
100% cc resist instead of 90% just removes the frustraiting part of odd random flukes, it would hardly do anything to actual balance of the spell/game.
Frosk
08-14-2014, 07:58 PM
Hello there everyone!
We've just uploaded a few more changes to Amun's version. Please share your feedback with us, as we move on to the final version we're aiming for.
The changes are:
Gameplay - World Map
- Fixed: Relogging in Imperia castle to re-appear in front of it with resurrection dizziness.
- Fixed: Kervyn Cairndweller (NPC Alsius) doesn't fall into building colission anymore.
Gameplay - Combat and Powers functionality
- Fixed: Reset powers now check for "orphan" powers. Those that had missing power points because of previous power modifications can now reset, relog and get those power points back.
- Fixed: Skill casting is now interrupted when equipping or unequipping items.
- Fixed: The pet now appears after dismount.
Gameplay - Balance Tweaks
Mind Blank: Mana Cost: 100-130-160-190-220; Cast time: 1 sec; Cannot cast damage powers.
Divine Intervention: Cooldown: 90 secs ; Duration: 10-25-40-55-80; Mana Cost: 75-100-125-150-175
Heal Ally: Health 100-250-400-550-700
Regenerate Ally: 10-21-32-43-55
Sultar's Terror: Range reduced to 30 meters.
Cold Blood: Changes have been reversed.
Best regards!
Kyrenis
08-14-2014, 08:12 PM
Divine Intervention: Cooldown: ; Duration: 20-40-60-80-100
Seems you've forgotten to list the cooldown :P
Frosk
08-14-2014, 08:15 PM
Seems you've forgotten to list the cooldown :P
Sorry! Added :D
Hollow-Ichigo
08-14-2014, 09:04 PM
Cold Blood: Changes have been reversed.
Are you sure this is a good idea? With just an amulet and this spell, damage really gets high. 5 hitting a level 60 warlock is hardly fair
schachteana
08-14-2014, 09:05 PM
nice changes, it keeps getting better! :D
Sultar's Terror: Range reduced to 30 meters.
why is that? Sulzing was the only spell where ANY of the staff values actually matters. Now you don't even need a range 30 staff anymore
concerning DI: Nice change, although I think that firstly, DI needs a permanent animation and even more importantly secondly, UM+DI is too strong when combined (I think I said that somewhere already, sry)
Are you sure this is a good idea? With just an amulet and this spell, damage really gets high. 5 hitting a level 60 warlock is hardly fair
The problem isn't cold blood, it's the way amulet damage (or armor calcultaion, you decide) disproportionately distorts ones damage (specially for archers).
"Normal" hunters urgently need cold blood
PS. @NGD
Have you ever considered to actually include the France & German community into gaining feedback about current game development? If any of them wanted to take part in any discussion, they have to use a proxy server to register.
The German GM team is quite motivated at the moment (inept but motivated), they'd love to send you some ideas, I bet.
PS2.
you also forgot to add some changes about mind blank (cooldown, activatable stuff)
PS725.
when having mind blank and/ or steel skin active, you can still cast will domain, silence, mind push, imps etc.
guess this is intended
Hollow-Ichigo
08-14-2014, 09:10 PM
The problem isn't cold blood, it's the way amulet damage disproportionately distorts ones damage (specially for archers).
"Normal" hunters urgently need cold blood
Nerf the amulets pl0x
71175
08-14-2014, 10:06 PM
Nerf the amulets pl0x
You mean nerf OP boxed bows and stuff? Seriously, i gotta agree with scias, point of playing with numbers when the design is still flawed?
Ryan_Carmon
08-14-2014, 10:16 PM
I don't really feel well for the changes to mind blank (suggestion in a previous post) but I think only time will tell how this change works out.
Problems I encountered:
Mind Blank lost it's animation
Steel Skin still has the modifier "Cannot cast damaging powers" - Intended?
DI durations is still too long for being such powerful. Now mages with MB don't have a chance to avoid their attacks. Maybe duration could go down to darkness duration times two
SotW and Escapist still have a typo in the german translation
Stalker 1 still lasts 300 s
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