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Old 08-21-2010, 01:54 AM   #67
Topogigio_BR
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Location: Brazil
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Quote:
Originally Posted by chilko View Post
this are my personal feelings (not NGD's)

Marksmans: Boring to play
Knight: Too hard to level and very low damage
Warlock: OK (OP)
Barbarian: OK (OP but whining)
Hunter: Super OP and too versatile
Conjurer: Super OP, too versatile and too easy to level (because of broken summons and many ways to regen)
Knights and Barbs i will not comment, i dont have many experience on that till now, just think the problem with meeles is try to fight alone 3-5 ranged as Arafails said above normal wars has 1% of warriors. Than when you try to get close, every1 shoot/cast on you. Don't really see how it could be different.


Marksman
Is my favorite class. the problem in archer class in general is that they are kind of middle point. Marks and hunter are not supposed to have best defense or best attack in game, Making than in pretty much similar. I really think problem with marks in live server are not exactly the lack of damage, but much more the lack of versatility. Marks characteristic should be range and the tree that add more versatility in archers game play is "tricks" where most of spells are short range. I would like to see Marks with more spells and debuffs from 0 range or at least 35 range that is the current max bow range in amum, specialy spells that effect atributs, like dex/strengh, evasion/hit chance and const. basicaly making than less mana cost and less cool down, not necessarily with a good damage.

Hunters
I like the way hunters is being made in amum, although i think hunters should have the advantage of surprise and a chance of scape. That chance of scape that i see was great reduction for hunters game play in amum version, i think they’re speed could be little bit bigger as wild spirit on 10%.

Warlocks
The fragility and lack of defense spells are very well balanced with the power of attack spells. The big problem is with sultar terror but i think it should be solved like giving each stacked sultar half of the chance to knock ppl, in a way the first should have 90% chance of knocking, the second sultar has 45% chance of knocking, the thrid 23% chance...

Conjurer
As i said in other post the over power of conjurers is just his high dps when combined with summon. My suggestion is to remove Zarkits from the game and turn the 2 last spells of summon into a support kind of spell. Blood drinker could give a small amount of hp for damage dealed to enemy, maybe 10 or 15% tops.

For that ppl that say that you never have a conju near, i just say you never have cos you never dispose your self to protect conjus. All ppl that play support conjus know the lack of protection that we have in full support setup.
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