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New balance update: First pass to summons and more tweaks (Stage 10)
hello everyone here goes:
Re-designed Summon tree We always wanted summons to be different than just pets. At last we had the time to tackle this issue. There are three premises behind this new concept
I’m not going to take the time to explain all changes because they are not final but take a look if you want. Damage, graphics, cooldowns, mana, etc have NOT BEEN ADJUSTED YET. Spells:
Today (friday the 27th) we added the following changes: Summons: new zombies, new Golems and some damage have been adjusted (still preliminary) Foresight: ranged increased to 10 to 20% from level 1 to 5 Parabolic shot: duration increased to 15-30 seconds. Range reduced 20 to 25%. (more range to marksmen less range to hunter) BUG FIX: new network code fix for knockdowns (PLEASE TEST) BUG FIX: attacking summons cannot be cast on another summon BUG FIX: a bug was fixed that dispelled your pet when riding a horse |
Mmm.... Let's see :D
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Yes YES YES to everything, specially this:
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<3 all changes above nicely done chilko + the balance team |
The changes sound real good to me :D
The UM change is ok, too (and I have to mention that my main character is a warlock!!!) Some questions: Are the durations of summons going to be changed? Will the summons be redesigned? Is it gonna be a complete change in the summon system? It also would be nice to have some options when you are lvl50 as a conjurer (besides the Zarkit I mean...) But sound real great to me :D nice work :drinks: |
Can't wait to see how the summons turn out. Have to say the list looks pretty awesome at every point.
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Woot finally! Thanks for that push to Amun :D
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I especially think about Escapist here, it will be very easy to counter just with a knock to get the full damage in and not just spells. If yes, it would basically make Escapist only useful in combination with SoW (to not get knocked) or when your out of range of knocking spells. If yes, how about changing it so that the unbuffed resistances get substracted when being knocked (zero resistance when knocked unbuffed) instead of just set to zero? This would allow resistance&evade boosting active spells/passives to have still effect when being knocked, even if itll be weaker since the base resistances are substracted. |
just a question, i know ppl think i whine to much, but are there going to be positive tweaks for hunters, because i only keep seeying nerfs or other spells, and i have to say, for me, and prolly alot of the not "hardcore" or "overgeared" hunters, after the update, hunter will complete lose it function, besides trowing the occasinal debuff or trick in.
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nice! i like the changes.
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All these changes look great, except for this :
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So what will have a barb to do to be sure 100% to kill someone ? Feint. If the target is still alive when feint duration is about to finish: Kick. Game over since the target won't ever have a chance to evade/resist. No mention to the sultar chains. Actually you have a chance to resist a couple of sultars in a 4-6 chain, but with this new system, there will no longer be a chance. The targets who got hit by one Sultar will be knocked down again for sure, and will end that no one will resist it at final. Another example : Ambush + Confuse. Now Confuse will have 100% chance to land, and it's sad knowing how crippling it is... Sure it was annoying, but knock chains/stack are more. This new system will only bring more issues in my opinion and remove the suspense of the fights (it will be the 1st who knocks wins...). So either remove knock stacks/chains, and/or reduce ALL knockdown spells duration, or bring back the old system that was not-so-bad afterall. With this new fast gameplay (for warriors at least), knock spells are an overkill. You made it even worse now by removing resists/evades under knock. |
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