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New Balance Update: Armor system fix (Stage 11)
Hello Everyone!
Stage 11 is up on Amun! Armor System fixes
Other changes:
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No BIIGGG Changes this time?
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They changed damage, armor and damage bonus and you say no bog changes.:horsey:
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But now on Topic the New Liches look AMAZING Nice done |
Glad to see you guys cranking out another stage, I only have 2 questions:
1) If you try to summon next to an obstacle you get the message "No space for summon" which forces you into cool down but still places the icon as a "Buff" under your name in the top left. Is this intentional? 2) I'm pretty sure I know the answer to this, but can we get the exact formula used to calculate damage and armor so we can check to make sure all combinations of bonus' and gems are working properly? |
Sounds interesting, lets test my college connection!
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I still think the mana cost/effect time/damage is not set right for summons.
Lich shaman (lvl5) is 500 mana, 40s, for around 160 damage, i think slow, to much mana cost for low effect time and not to big damage. Expect for golens that the damage is right, lower than live server demons but rigth. In amum we have 3 summons demon/lich/golem i would suggest to make one fast, one med and one slow, that will make then more usable. I would suggest make the first summon fast, as they are the first newbies have acess, and newbies generaly dont have much range so is better to have fast atack. Lich and demon has to little effect time, have no fun casting summons all time make than at least 120 sec. Although golem damage is fine, i think he has low hp/armour for a meele atacker, if conjus cannot heal summons i think is fair for meele summon have more hp or armour. I liked the new lichs but i think lich lord(lvl4) is more cool than Shaman lich (lvl5), i would change then. I think imps and zombies were not revised, am i right? |
The golems commands on the bottom dont work for me, (using level 5 at the time)
trying to select one makes me untarget as if the bar wasn't there and I was just clicking the ground. |
Summon cost is right imo, since the efford to be a summoner have to be like that.
BUT still life tree is not appealing enough, mana cost are too high there, and for example 20% heal ally is a strange way to heal, i mean: a knight receive 1000+ heal while a mage or a archer receive 600-700 heal, knight being able to receive more damage with all his protections should receive less than a defenseless mage that need more help to stay alive. That spell should be adjusted according to the class you healing, for example for knight is right 20% for mages and archer could be 25%. Also the new spell mass heal should have less cd to be attractive 240 sec for 500/650 hp is not worth 5 points. I could understand more 180 sec. |
I like this one so far even though I aggree with Isemon
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