Quote:
Originally Posted by save_the_trees
2) as some people already stated before: lots of useless spells. I tried the new protection dome lately and it is a joke, I resisted about 15%... . Imo the spell was fine as it was. It was powerful but the -movement speed is actually very dangerous if melee classes are close and the spell is necessary to compete against areas at fort doors (even with the nerfs to most areas, I see a big advantage for the fort defending party now).
Since spell elude has even less points than dome now, I can fully understand archer's complaints.
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I can't stress how much I hate the new spell resistance system NGD has implemented. Being a conjurer I loved using protection dome in all situations. Mainly when I was a warjurer. But now? I'm better off putting the points into Dragons Blood and hoping for natural resists, because it's a waste of mana and points. Before the update I could kill pretty much anyone, even in 2 vs 1's. I actually think it worsens my resist rate. It went from +50% resist to +75...not 75%. "Is that good?" I first asked myself. The answer: No, it's beyond bad. This is a problem, because every time i run across a warlock I get a face full of sultar, there goes my zarkit and i'm finished. Same with mind squasher, If that hits bye bye zarkit and all attack buffs. This will carry over to fort wars as well, it won't change the tide of battle AT ALL. Before it was almost the perfect counterpart of a knight's Deflecting barrier, but now it's useless. End of story.
This is my only real concern about the update, although I do agree with the points made about invasion imbalances and unchanged mob rewards.