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Old 04-09-2008, 03:41 AM   #14
Signatus
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Quote:
Originally Posted by CumeriTarenes
minor issues I would like NGD would think about it again:

- combination camo+sotw
- effect of confuse on support conjus
- archers evasion tree, maybe split it up in other trees.
- barb damage cap, maybe 1,5k dmg, because one hit kills are not this what I consider to be fun for both sides
- ranged attack damage cap, maybe 1k
- increase speed for knights sprint or improve duration/cooldown ratio to make playing knight on hunts more fun. speed increasement should be knights only since barbs have onslaught already
- give knights (maybe barbs too, not sure about it) an INT passive. This would give more mana, faster mana regeneration and more spell resistance.
- I really don't care, it's fine as it is, rewards to fort fights should be top priority.
- good conjus share DI's first between themselves and then on allies since the cooldown is shorter then the spell duration.
- ah, ok...
- NO, NEVER, NOT IN A MILLION YEARS. Fun for both sides is understanding each other weaknesses. Use beetle swarm, use brain piercing, use stunning fist, use sticky touch. use... gah... then what use will have the enchantments tree, how the hell will you fight for forts, who's going to play a game with capped features leaving players imagination and tactical ability to *limited* options?
- same as before.
- ah, ok! ... /me switches to the hunter: "HOW THE HELL A FULL ARMORED MIDGET WITH A SHIELD TWICE HIS SIZE CAUGHT ME??!!!"
- ok, more int doesn't hurt anyone does it? (block+evasion+spell resistance+magic dmg soaking spells+physical dmg soaking spells+extra block layer+extra extra block layer with Red or DF+extra extra extra block layer with "bubble boy"... gah, mana please... yet again.)
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-- Chapter 1.1 of The Tale of Heike, Helen Craig McCullough's translation
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