Champions of Regnum

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-   -   New Balance Update: more adjustments and a new spell (phase 7) (https://forum.championsofregnum.com//showthread.php?t=64910)

SlackerLinux2 08-19-2010 12:24 AM

the new army of one is great no more knights popping out for whatever the old duration is losing about 1/8th hp with like 20 barbs hitting him then getting back into fort and waiting for cd while im on my hunter and not my mace barb seeing not 1 ms being cast. i do have a level 42 knight and he does use AoO and in fine with the update although the manacost should be reduced and maybe the duration increased by 5-10 seconds(not too much)

Zas_ 08-19-2010 12:31 AM

Reveal is breaking Stun effect, it shouldn't be the case.

It is possible to stalker in a fort and go out all camoed, this has to be tested in RvR with new Reveal and Dispels...

Naposta 08-19-2010 12:34 AM

Hello everyone, i recentle have an idea for Ao1.

duration: 25 seconds (or more)
coolddown: same as duration
cast: instant or 0,5 sec
mana cost per lvl: 100-120-140-160-200

You can't abuse of the power or you wont have mana, thats more tactic, and casting twice you will have 50 sec duration loosing 400 mana same as Horus/Ra.

what do you think?

Minorian 08-19-2010 12:49 AM

NGD wants to discourage Knarbs, so they effectively make both knight trees useless bar 1 spell in vanguard and 2 in shields. Neither of them are worth the wasted points.

NGD wants to encourage warriors in general, so they nerf warriors while buffing/leaving the OP ranged classes.

Wow.

Gawyn_Trakkand 08-19-2010 12:52 AM

Ok i can accept the Ao1 change now i've played in a fort war and Ao1 is useless the ammount of times i cc'd a knight using it and laughed must have been in the high twentys for the time i was there.

The reason i can accept it is because i just wont skill it, In war as long as you have good support you shouldn't have a problem taking the damage.

Gawyns setup:

13 blunt 3 MS 1 rib breaker

15 slash 4 acurate swings 4 disable limb

7 pierce 1 balestra

19 tactics 5 kick 5 feint 5 caution 5 defensive stance 5 spring

19 sheild 5 deflect projectiles 5 steadiness 5 sheild wall 1 sheild bash 1 deflect projectiles

15 vanguard 4 stone temple 4 troll skin

--------------------------------------------

Hp: 4784 (without troll skin)

mana: 1585

Ulti19 08-19-2010 12:54 AM

Quote:

Originally Posted by Need_More_Invasions (Post 1116466)
NGD wants to discourage Knarbs, so they effectively make both knight trees useless bar 1 spell in vanguard and 2 in shields. Neither of them are worth the wasted points.

NGD wants to encourage warriors in general, so they nerf warriors while buffing/leaving the OP ranged classes.

Wow.

After playing amun the shield tree itself is pretty nice, especially because of the now great deflecting barrier. However, Vanguard tree now is pretty much only good for the passive 15 constitution at lv 5. Perhaps some changes will occur in that tree to make it more attractive soon.

Also, I don't know if devs mentioned somewhere else but it is awesome how people now slide across the ground when you knock them while moving lol.

veluchami 08-19-2010 01:51 AM

Quote:

Originally Posted by chilko (Post 1116030)
  • Force armor: duration increased to 60 seconds Cooldown increased to 70s. Protection reduced to 10-30%
  • Precise block: Same duration for all levels (30s). Block chance adjusted 10%-30% from level 1 to 5.
  • Dead Eye: speed penalty reduced to 5%- 15% from level 1 to 5.
  • Steel Skin: Resistance Bonus reduced to 50%-70% from level 1 to 5
  • Heroic Presence: Cooldown reduced to 120 seconds. Cast time reduced to 1.5 seconds. Protection reduced 40% - 80% from level 1 to 5. Mana reduced to 320 – 400 from level 1 to 5.
  • Army of One: changed for a more tactical use. Duration Reduced to 10 seconds in all levels. Cooldown reduced to 30 seconds. Casting time reduced to 0.5 seconds. Mana reduced in all levels to 320 to 400 from levels 1 to 5. (try using a combination of awareness and rigorous preparation for better tanking)
  • Natural Armor: Protection reduced to 10% to 30%.
  • New Spell for hunters: Reveal Enemy. Allows a Hunter to interrupt the effect of camouflage, Stalker Surroundings , and camouflage corps. Duration 15-50 seconds. Cooldown 20 seconds. Mana 200-300.
  • Enhanced Stalker Surroundings: Now caster and his allies can move with a reduced speed of 40%. Allies loose the effect if they get 10 meters away from caser for a period of 5 seconds.
  • BUG fix: a bug with Recharged Arrows when running out of mana has been fixed.


+234234324 to the change to stalker surroundings, just make it not work with Pet so hunters dont use it for solo hunting ( Encourages petless hunters to level this skill)
This would be the single most tactical feature of Regum if it is done correctly.
By implemented correctly, I mean having it not cancel other stalkers and please increase the number of players in stalker to 8 (one party) And only the party members are stalkered when this skill is used.

Dead Eye still costs mana. Maybe I will use it as a counter to loss of LS. But basic marksman mana problems remain.

Comp 08-19-2010 02:04 AM

Problem with Resist Rate

Ok, I got around to have a few fights on Amun. Mostly I've been focusing on making sure spells work, etc. So I start a fight and I'm amazed at the pure number of resists that occur (evades aren't bad). I had 10 different fights and the resist rate for spells cast were approximately 55% (never below 50% and once about 62%). This needs to be toned down significantly.

KryHavoK 08-19-2010 02:20 AM

Dead Eye still hasn't been brought up to the level of a useful spell.

Bringing the attack speed adjustment down to +15% at level 5 helped, but not enough.
The DPS of Normal attacks + DE lvl 5 tests out to only be at 105-110% of the Normal attacks alone. And unfortunately the DPS of Recharged Arrows + DE appears to be the same as the DPS of Recharged Arrows alone. So basically if you use Recharged Arrows, using DE is just burning mana for no reason.
I thought that maybe DE would be a good boost for Lethal Strike since it's damage is one of the +% types, but I saw absolutely no difference in damage with or without DE. (didn't see it affect any of the Marks tree spells that I tried)

I was thinking that Dead Eye was going to be something like a caster only version of the old Death Sentence, but right now it's just a spell used to make mana disappear. One more tweak please.

Froste 08-19-2010 02:22 AM

Quote:

Originally Posted by chilko (Post 1116030)
Hello everyone

[*]Enhanced Stalker Surroundings: Now caster and his allies can move with a reduced speed of 40%. Allies loose the effect if they get 10 meters away from caser for a period of 5 seconds.[/LIST]

While I'm really looking forward to this, there is one huge problem with it: Under the new mobile stalker, a gem carrier should not be affected by stalker.

Reveal is nice but it is insufficient to reveal a stalkered gem carrier; Every single hunter would have to stay close to the gate and shoot off overlapping reveals (which presents a minor issue with mana aswell), but the biggest problem comes when a reorganized attack force appears outside the gate, causing chaos and confusion, a stalkered gem carrier could easily sneak out that way. And a gem should never ever be that easy to get out.

It can easily be justified from a roleplaying aspect too, the gems being far too radiant and shiny thus being seen even if they tried to hide it.

Every defending realm should have the opportunity to retrieve their gems and I think if stalker affected gem carriers there would be feelings of utter hopelessness, that they didn't even get the chance to hit the gem carrier if he or she snuck out in that manner.

Gideon_Slack 08-19-2010 02:37 AM

Quote:

Originally Posted by Froste (Post 1116543)
While I'm really looking forward to this, there is one huge problem with it: Under the new mobile stalker, a gem carrier should not be affected by stalker.

Reveal is nice but it is insufficient to reveal a stalkered gem carrier; Every single hunter would have to stay close to the gate and shoot off overlapping reveals (which presents a minor issue with mana aswell), but the biggest problem comes when a reorganized attack force appears outside the gate, causing chaos and confusion, a stalkered gem carrier could easily sneak out that way. And a gem should never ever be that easy to get out.

It can easily be justified from a roleplaying aspect too, the gems being far too radiant and shiny thus being seen even if they tried to hide it.

Every defending realm should have the opportunity to retrieve their gems and I think if stalker affected gem carriers there would be feelings of utter hopelessness, that they didn't even get the chance to hit the gem carrier if he or she snuck out in that manner.

The problem with the gem carrier and Stalker seems to be the same problem with hunter pet and Stalker.

Maybe if Stalker is cast, the gem carrier, and all Pets would stay visible.

(Though maybe the Pet should just be dismissed under Stalker as it is with the new Camo. On the otherhand, perhaps the new Camo could conceal hunters, but leave their Pets visible without dismissing them).

Froste 08-19-2010 02:46 AM

That's not a problem exactly, that's is its intended function, even the pet being intended according to chilko's words. But whether it's intended or unintended that a gem carrier should be stalkered is irrelevant, because it simply shouldn't happen. You can stalker a gem carrier as long as they can't move, but once you add mobility into the mix then you can escape under it, and that just should not happen. Ever.

_Enio_ 08-19-2010 02:56 AM

Quote:

Originally Posted by KryHavoK (Post 1116541)
Dead Eye still hasn't been brought up to the level of a useful spell.

Bringing the attack speed adjustment down to +15% at level 5 helped, but not enough.
The DPS of Normal attacks + DE lvl 5 tests out to only be at 105-110% of the Normal attacks alone. And unfortunately the DPS of Recharged Arrows + DE appears to be the same as the DPS of Recharged Arrows alone. So basically if you use Recharged Arrows, using DE is just burning mana for no reason.
I thought that maybe DE would be a good boost for Lethal Strike since it's damage is one of the +% types, but I saw absolutely no difference in damage with or without DE. (didn't see it affect any of the Marks tree spells that I tried)

I was thinking that Dead Eye was going to be something like a caster only version of the old Death Sentence, but right now it's just a spell used to make mana disappear. One more tweak please.

It probably works the same way as recharges does in the sense of not adding towardsthe damage of +%damage spells.

However i dont see why we need another damageboost for marks. we got like Recharged, Specialist, Maneuver, Dex passive, Dirty fighting(range malus) and now Deadly Eye (AS malus, leading to no actual increase in DPS).

Maybe completely rework this spell for something cool? something tactical and maybe fun? I miss some candy on marks beside the range. Just another damage boost.. old DS was way more interesting (especially with the Amun changes).


If you want to go the line of putting a Damage boost in there:
  • You could add a mechanics adding a damage buff for 10 seconds for each shot (damage gain would be related to weapon speed to not make it more effective on fast weapons then on slow). like when you keep firing on a target you "load up" and get stronger attacks, i would reset after some amount of time.
If you want to adress mana issues on marksman:
  • You could add a similar mechanics, giving you back some amount of mana when <insert something here>, add some kind of malus to balance it out.

You could also add some group support, or something completely new.
Or shift Reveal to marks? Problematic due to the lack of tracking capabilities but someting needed like this for the marks class would be great.

Something that makes em useful and wanted in evry war group. Just ranged support through normals and single target cc isnt enough to make this class more fun to play in my opinion.

Dracice 08-19-2010 03:17 AM

i like all changes , but Ao1 for only 10s for 400 mana ? one CC and knight is in ass or will be very hard surive 20s withnout Ao1 under attack(20s is just alot time to get 3hard hits from barb and die ,oh u nerfed barb dmg too aff ,but still alot time to get 4 hard hits and die ) , u should add duration or lower mana cost and CD

Ulti19 08-19-2010 03:24 AM

Does anyone know how the new block chance is calculated? They made knights block stats half of the live servers number but I don't understand how it works out or anything. Is there a new formula for blocking? It would be good to know how it works to see if precise and block is worth skilling after update.

KryHavoK 08-19-2010 03:52 AM

Quote:

Originally Posted by _Enio_ (Post 1116569)
...
However i dont see why we need another damageboost for marks. we got like Recharged, Specialist, Maneuver, Dex passive, Dirty fighting(range malus) and now Deadly Eye (AS malus, leading to no actual increase in DPS).
...

Maybe completely rework this spell for something cool? something tactical and maybe fun? I miss some candy on marks beside the range. Just another damage boost.. old DS was way more interesting (especially with the Amun changes).

...

Something that makes em useful and wanted in evry war group. Just ranged support through normals and single target cc isnt enough to make this class more fun to play in my opinion.

Couldn't agree more, DE just isn't quite working. Marks need something to be useful again.

Aeacus 08-19-2010 04:07 AM

I personally saw great potiental for DE but it has turned out to be another waste of manna. I think a little more tweaking could really add some fun. While on the issue of Spells to be fixed...i was wondering if manuever could be looked at? the increase in dex is great but i feel the CD hurts the effectiveness of it. Maybe change the spell to be a 40 duration 60 cd? keep manna cost the same so using it constantly would require a control of manna, or a conj :) I just feel like the 120 Cd is a very long time to wait for a spell with 40 sec duration. Just a thought, but agree completely with Enio, i would love me some good ol' fasion fun spells on marks again, ya know the ones that people are afraid of :P Just a thought...

Ulti19 08-19-2010 04:32 AM

A small problem on amun.

Right now if archer fights knight that is set up with def support 5 defstance 5 and spring 5 the archer cannot really do anything.

Me and Enio were playing around and it wasn't really balanced for him and quite unfair to a ranged player. With the 180 sec duration of defensive stance I was basically invincible when i used def support as well and spring.

Basically the new spell makes it hard or next to impossible to kill a knight with it for a ranged player. There has to be a way for range to counter this kind of spell or else there is an imbalance. If i am attacked in field by marks i can put the spell on and safely run forever because I can keep the spell up too long. The duration is 60 seconds longer than the cd so we can have it up at all times. However, this spell doesn't really do much against a barbarian attack lol.

The reduction in duration of ao1 and the insanely long duration of the new defensive stance aren't balanced. Maybe make defstance shorter and make ao1 abit longer to even things out. This would help because then ao1 would be used to tank melee damage(barbs cut through caution and defstance), and defstance can be used to tank archers but not forever.

* Also blocks are completely random and skills have no impact on them whatsoever. Using block 5 pb 5 and I block as randomly as if I have block 0 and pb 0. Block needs to be reworked.

BigManOnCampus 08-19-2010 04:44 AM

Army of One is not overpowered on the live servers. Where did anyone get this opinion? I cannot recall any situation where Army of One has saved my ass, and it's a level 19 ability. It is simply too easy to CC a knight down and outlast AO1, even at 50 seconds. Yes, I still skill it high (4 or 5) on the live servers, but I use it very selectively. In fact, Chilko, I would argue that AO1 is *ALREADY* a tactical-use spell, for knights that know what they're doing it is definitely a situational call.

Ten seconds would only be worth it if the cast time were instant, and the mana costs were reduced another 100 (making it 300 mana, or ~1/4th to 1/3rd of a knights mana). Half-a-second cast time makes me stop in a war to get it off, which makes me a CC target and making it easier to counter/interrupt.

AO1's great equalizing power was to let knights last longer in a fight so that their low damage could be expressed. However, this never really OP'd the class because the little gold hockey players sitting on your shoulders tells everyone else to CC you immediately, and they do. With the new tanking combinations, nerfing AO1 means fewer people will want to use this level 19 ability.

I would suggest that if you want to go this direction with Army of One, Chilko, that you make it so that CC spells cast on a knight reset or hold the 10-second countdown on AO1. This would in effect give the enemy a difficult choice. They can choose to knock you down, but that simply means your protection lasts longer, in which case they run away if solo and losing, or continue to pound with damage if they're a group attacking a knight. Or they can take the hits coming to them, and wait out the 10seconds while (if the knight is in melee range) taking damage.

_Enio_ 08-19-2010 05:01 AM

Quote:

Originally Posted by Ulti19 (Post 1116617)
...

Indeed it was quite frustrating, cc that has not been blocked or resisted just resisted the effect in the 2nd layer from that one passive Skill (Runover?) and Defensive Support.

An idea would be to make Sudden Strike (-50% protection) work on the full amount of Armor points, at the moment it just works additive.

Eg.: currently Your base ap 100% + Stance 200% = 300% ap, Sudden strike makes it 250% ap.

Change to 300%ap + Sudden strike = 150% ap.

You might to consider lowering its duration and maybe make it range 20 so it cant be used too easily from range.




Another idea is to change those random CC resistances Defensive Support adds to a more situational "boost" of resistances, however it will interfere with UM on Barbs (well its basically the same spell just with less effect but you can have it up 24/7).

Or move this kind of spell into a Knight specific tree and switch current Defensive Support spell with a new spell for warriors:

No manacost 2,3,4,5,6s duration 25s CD, instant (or 0.5s) cast, GCD: very short.
Next hostile Spell cast on you cancels the buff. When the spell contains a CC effect it will ignore it and restore 5, 7, 9, 12, 15% mana.



Rework UM in line with Ao1 changes (CD/Duration). Lower both manacosts.

Melee would need some kind of toning down then as they already are faster at the moment but this would seriously bring dynamics in melee gameplay. Less resting and waiting for cooldowns, some kind of mana restoration when used wisely, more involvement also in the times where you are NOT in range of a target and, it wont completely mess up the RvR balance.

More sustained fun then the rare "burst" fun (questionable) when you have your invulnerability buffed and got into range of something.

MalaTempora 08-19-2010 05:27 AM

Quote:

Originally Posted by chilko (Post 1116045)
AO1 is so OP that the other protection and blocking spells are not used at ALL...

please try combining those spells not relying on just one OP spell

hey chilko, YES Ao1 may be OP, but awareness (which i use to lvl5 often) and rigorous preparation (i used often to lvl5 too combined with challenge lvl5)
but that is not the same...

in pvp the 3 skills can be deadly (challenge 5, rigorous 5 and awareness 5 can
be combined with precise block 5 and the passive block 5 to have a real high
block / evade / miss chances... BUT ... do you read how many spells i've to
cast to have 30 seconds of good tanking?? are you MAAAAD??? i admit
that i'm a little twisted with the use of skills combinations and some opponent
told me that i'm a points waster (one also told me to erase the char :D ) but
really.. 10 second for the best tanking skill is really really low, consider to
give 11second at lvl1 and 15 at lvl 5 or a bit more with a CD equal to double
the duration time.. (30 sec if duration is 15.. 22 sec if is 11 ) otherwise
the knights will be know as the "continuos spells spammer" in future)

Gideon_Slack 08-19-2010 05:49 AM

I've just got some more info on Reveal Enemy (haven't been able to get on Amun to test today).

It looks like Reveal Enemy is not a buff for the caster, it is a debuff for the target.

It is a one-time only debuff that effects a 30m cone in front of the caster. Any camoed or stalkered player in the area of effect becomes visible for the duration of the Reveal spell. They keep any debuffs of the camo or Stalker spell (speed malus). They will return to camo if any time is left in its duration after Reveal wears off.

If Reveal Enemy is cast on a hunter before he camos, he will be visible until the Reveal wears off, at which time he will camo (provided there is still some time left in the camo).

This implementation of Reveal still gives camo a lot of power, and looks like it will facilitate fluid gameplay. However, there may be a few problems:

1) Because of the speed malus, there should be a way to cancel Stalker without using a buff or attacking, especially since at level 5 Stalker is a 5 minute long spell. (Previously moving canceled it). Maybe simply pressing the Stalker icon/tile again?

2) Clearing forts of camoed Hunters is going to be a hellish process. Before other Hunters just used Escapist to run around the fort, as it triggered whenever you passed the enemy. Now it will require spamming Reveal and Track. Perhaps camoed players should just be ejected from forts when they are captured (though this will mean much less fun :().

3) The Hunter who casts Reveal Hunter has a sparkling animation around him for the duration of the spell. Since Reveal is not a buff, but a target debuff, there doesn't seem to be a purpose for this.

Mikan 08-19-2010 06:10 AM

To me it seems like the developers do not understand which spells work in this game or not. Sure, they can look at the code implementation but players are the ones who have test actual in-game effects and have found the spells you are telling us to use either broken, impossible to have or both.

I also see that Hunters got more goodies, that's no suprise. They've always been getting the goodies.

Army of one must be at least 30 seconds duration and 60-90 seconds cooldown. If you don't want it being OP, reduce it to 50% damage resistance so it can still be stacked with other buffs, but don't make it completely useless in war. This will only nerf Knights even further. :/

Not happy with these changes... do you ever listen to suggestions at all?

_Enio_ 08-19-2010 06:40 AM

btw chilko mentioned in the spanish section that the current manacost of Ao1 is an error and will be 200 or less.

Apart from this, amun Ao1 currently is not a spell for sustained tanking, it is more a low profile alike defense boost you can use in heavy incoming damage situations. In combination with def stance this will likely be used to counter barbs high hits or on low hp situations.
Just like LP i would consider to check on the casters situation when Ao1 is cast - if he needs help/support due to the nature of the spell to give some time under heavy pressure.


Sure ao1 needs to be longer to offer sustained tanking. Its just now its supposed to offer situational boost defense while making it aviable more often through low manacost and cooldown.

So seriously lets try that stuff in a war situation before downvoting it, it wasnt even possible till now with that bugged manacost..

Shwish 08-19-2010 07:06 AM

i only had the time to test my marksman on amun so im just going to comment on that.

im a big fan of the current Death Sentence on the live servers. the new Dead Eye is okay but i probably wont skill it. i dont see the point of a skill that increases our dps and have a malus on it that decreases our dps.

reading all the complaints about the change to Ao1, i think the drop in duration, cooldown and mana cost could be applied Hawks Gaze as well, but a little more than 10 seconds.

aside from that im pleased with the class as a whole. im really liking that fact that the lightness offers more passive damage than specialist does \o/.

veluchami 08-19-2010 07:34 AM

Quote:

Originally Posted by Shwish (Post 1116657)
im really liking that fact that the lightness offers more passive damage than specialist does \o/.

@!@##$%$^& Hunters getting more and more near Marks damage :(

veluchami 08-19-2010 07:42 AM

Quote:

Originally Posted by _Enio_ (Post 1116569)
However i dont see why we need another damageboost for marks. we got like Recharged, Specialist, Maneuver, Dex passive, Dirty fighting(range malus) and now Deadly Eye (AS malus, leading to no actual increase in DPS).

Maybe completely rework this spell for something cool? something tactical and maybe fun? I miss some candy on marks beside the range. Just another damage boost.. old DS was way more interesting (especially with the Amun changes).


If you want to go the line of putting a Damage boost in there:
  • You could add a mechanics adding a damage buff for 10 seconds for each shot (damage gain would be related to weapon speed to not make it more effective on fast weapons then on slow). like when you keep firing on a target you "load up" and get stronger attacks, i would reset after some amount of time.
If you want to adress mana issues on marksman:
  • You could add a similar mechanics, giving you back some amount of mana when <insert something here>, add some kind of malus to balance it out.

You could also add some group support, or something completely new.
Or shift Reveal to marks? Problematic due to the lack of tracking capabilities but someting needed like this for the marks class would be great.

Something that makes em useful and wanted in evry war group. Just ranged support through normals and single target cc isnt enough to make this class more fun to play in my opinion.

This. Gotta spread reputation.... Mana is the biggest problem not damage. Besides DE doesnt really add anything worthwhile to the DPS with the attack speed malus and the way the % is calculated.

tikinho 08-19-2010 07:45 AM

Can Reveal be resisted? :)

Lekarz 08-19-2010 07:49 AM

No, no, no!
Don't nerf Force Armor, one of the most usefull for me conju support spells... 30%? you can kiss my ass with it. (about 200 armor more than 500)
Steel Skin: Resistance Bonus reduced to 50%-70% from level 1 to 5
?
Some phases before you told you try to make support conju easier , so why the hell you do that ?

" Enhanced Stalker Surroundings: Now caster and his allies can move with a reduced speed of 40%. Allies loose the effect if they get 10 meters away from caser for a period of 5 seconds. "

Now i can image camouflage forces of enemy zerg... and troops who will kill grinders...

One of the most shitty ideas i have ever seen.

Shwish 08-19-2010 07:51 AM

Quote:

Originally Posted by Lekarz (Post 1116672)
No, no, no!
Don't nerf Force Armor, one of the most usefull for me conju support spells... 30%? you can kiss my ass with it.
Steel Skin: Resistance Bonus reduced to 50%-70% from level 1 to 5
?
Some phases before you told you try to make support conju easier , so why the hell you do that ?

aren't you a warjurer?

Lekarz 08-19-2010 07:54 AM

At the moment much more times I am support one (there is not so many real conju at Horus' Ignis)

More ideas for upgrade Syrtis' zerg. Toons of ppl under camouflage.. no comment

Lekarz = doctor, if I would like to be warjurer i should be named Chirurg = Surgeon


Only one good idea is this anti-camo spell. Look to UI improvements at sugestions and add them. Thats not many work.

trulyem 08-19-2010 07:56 AM

Quote:

Originally Posted by Beor_ (Post 1116124)
Well, at least reduce the mana for Ao1... who will pay 400mp for a 10s buff? ¬¬

The Barbarians who currently use Onslaught(recent update) fyi, NGD tested it on barbs already. See the similarities of idiocy.

On the other note, I'm just glad Force Armor got nerfed. Saves more space for support conjurers to emerge and trash the useless warjurers.

ncvr 08-19-2010 08:12 AM

Quote:

Originally Posted by veluchami (Post 1116665)
@!@##$%$^& Hunters getting more and more near Marks damage :(

I don't know how you came up with this conclusion. Marksmen can get lightness too, and dex increases dmg more for marksmen than hunters, so this is actually helping marksmen even more (specialist does not stack with recharged).

linearguild 08-19-2010 08:14 AM

Quote:

Originally Posted by _Enio_ (Post 1116569)
However i dont see why we need another damageboost for marks. we got like Recharged, Specialist, Maneuver, Dex passive, Dirty fighting(range malus) and now Deadly Eye (AS malus, leading to no actual increase in DPS).

Maybe completely rework this spell for something cool? something tactical and maybe fun? I miss some candy on marks beside the range. Just another damage boost.. old DS was way more interesting (especially with the Amun changes).

What he said. Death Sentence was one of marksman's most interesting powers, one of our few non-selfish spells and practically the only way we had to "buff" allies. I'm disappointed that you replaced it with a damage oriented self-buff, promoting the normal hits side that's an efficient but dead boring way to set a marks. If it has to go, at least orient its replacement to the tricks side.

Random suggestions:
  • Disorient - casting speed debuff (I prefer to see this added to Sticky Touch, but anyway it fits with marksman job to harass mages)
  • Fracture - target receives % of his next attack as damage (retaliation-style spell, but useful for assisting others)
  • Silent Arrows - normal hits don't generate sound or visual effects while this power is active (I hate those arrow trails, can you tell)

Dead Eye just doesn't make sense, especially the part where attack speed malus now increases with higher levels. How about keeping attack speed malus constant like the previous version?

mariqri 08-19-2010 08:20 AM

Quote:

Originally Posted by chilko (Post 1116030)
Hello everyone

1)Precise block: Same duration for all levels (30s). Block chance adjusted 10%-30% from level 1 to 5.
2)Dead Eye: speed penalty reduced to 5%- 15% from level 1 to 5.
3)Steel Skin: Resistance Bonus reduced to 50%-70% from level 1 to 5
4)Heroic Presence: Cooldown reduced to 120 seconds. Cast time reduced to 1.5 seconds. Protection reduced 40% - 80% from level 1 to 5. Mana reduced to 320 – 400 from level 1 to 5.
5)Army of One: changed for a more tactical use. Duration Reduced to 10 seconds in all levels. Cooldown reduced to 30 seconds. Casting time reduced to 0.5 seconds. Mana reduced in all levels to 320 to 400 from levels 1 to 5. (try using a combination of awareness and rigorous preparation for better tanking)

6)New Spell for hunters: Reveal Enemy. Allows a Hunter to interrupt the effect of camouflage, Stalker Surroundings , and camouflage corps. Duration 15-50 seconds. Cooldown 20 seconds. Mana 200-300.

1)that is much better now it is good in grind too
2)now the power is excelent
3)steel skin is better now, conjurers were harder to kill by warriors than a knight
4)180 seconds was too much, the power will be used more in battles now
5)you destroyed army of one, if a knight casts army of one an archer simply casts distracting shot lvl 3 (11 seconds) and waits for army of one to run out of time, btw he cat kill the knight in the rest of 30 seconds 2-3 times
6)duration 20 sec cooldown 20 sec? that is OP, duration 5 sec cooldown 20 sec is perfectly fair

and 1 more thing, GIVE REVEAL ENEMY TO WARRIORS NOT TO HUNTERS WE NEED IT

blood-raven 08-19-2010 08:24 AM

Quote:

Originally Posted by Necrovarus (Post 1116684)
I don't know how you came up with this conclusion. Marksmen can get lightness too, and dex increases dmg more for marksmen than hunters, so this is actually helping marksmen even more (specialist does not stack with recharged).

remember that with the loss of lvl 1 spells + the fact that it's in the short bow tree not mutch full range marks will implement this or atleast not on a high lvl, so i'm not 100% with your statment.

regards

Shwish 08-19-2010 08:27 AM

Quote:

Originally Posted by blood-raven (Post 1116692)
remember that with the loss of lvl 1 spells + the fact that it's in the short bow tree not mutch full range marks will implement this or atleast not on a high lvl, so i'm not 100% with you statment.

regards

with the increase in dexterity's contribution it would be in every marksmans best interest to invest at least one point in lightness. i know as soon as these changes move to live servers ill be trading my longbow tree for shortbow, but still use my longbow just as much

blood-raven 08-19-2010 08:30 AM

Quote:

Originally Posted by Shwish (Post 1116694)
with the increase in dexterity's contribution it would be in every marksmans best interest to invest at least one point in lightness. i know as soon as these changes move to live servers ill be trading my longbow tree for shortbow

i think you won't be the only one, marks and hunters are growing to close to eachother, why play a marks if you can have a pet + camo + same dmg?

regards

Shwish 08-19-2010 08:35 AM

Quote:

Originally Posted by blood-raven (Post 1116695)
i think you won't be the only one, marks and hunters are growing to close to eachother, why play a marks if you can have a pet + camo + same dmg?

regards

i dont have a hunter to test at the moment. can hunters do 300 normals on amun (without any damage buffs)?

blood-raven 08-19-2010 08:38 AM

maybe not but they still have the pet, i think he will make up for it (and more).

edit: if this get's implented i'll stick to my long bow and use maneuver more, to bad it has such a long cd :(.

regards


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