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Old 08-07-2014, 07:40 PM   #1
Frosk
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Default [AMUN] - Version 1.10.9 - Balance and Bugfixing.

Hey everyone!

We're happy to announce that we've just opened Amun for the public.

In this version you'll find a lot of Balance changes, as well as several fixes regarding old and annoying bugs we're pretty sure you've came across with.

The main ideas behind the balance changes are:

- Reducing cc spells durations.
- Improving AoE spells perfomance.
- Make some forgotten or unused skills interesting again.
- Avoid freeze-effect AoE's being spammed.

It's VERY important to explain the following and keep it in mind:

- Useless crappy powers such as "Camouflage Corpse" and others haven't been touched yet. We're very aware that these NEED changes, but they have to be rethinked or even replaced with something better and maybe completely different.
- WM powers aren't included. We're also aware that they are quite "meh..." and that they have to be attractive somehow. To do so, we decided to first touch most of the rest of spells and let these for the next update, as they also have to rethinked or replaced with something else.
- This is the first big balance update we're doing. We know that you've been promised with balance stages and such; but we want to do things right and actually perform balance tweaks periodically, based on your feedback and our own personal experience (this includes testers and community volunteers).

I also want to thank our Helpers and Testers teams, as they helped us out a lot in testing the changes while they were under development!

Anyway, we're really looking forward for your constructive feedback! Useless or not-related comments will be deleted.
Remember that you'll find the Changelog (in both spanish and english) attached to this post, as it's pretty big and it wouldn't fit in a single post

We activated the -reset_powers command in Amun to make the testing easier. Be sure to have at least 600 gold to use it.

IMPORTANT: UPDATED CHANGELOG POSTED ON AUGUST 12TH. CLICK HERE TO READ.

Best Regards!
Attached Files
File Type: zip Changelog.zip (42.3 KB, 629 views)

Last edited by Frosk; 08-12-2014 at 09:19 PM. Reason: Added reset powers notice
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Old 08-07-2014, 08:03 PM   #2
kama Sutra
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Default AoE

What is AoE?, sorry for my ignorence
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Old 08-07-2014, 08:14 PM   #3
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Quote:
Originally Posted by kama Sutra View Post
What is AoE?, sorry for my ignorence
Area of affect. For example Roar, Typhoon, Sultars Terror.

Areas.
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Old 08-07-2014, 08:23 PM   #4
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In regards to barbs,

1) Passive resists have been nerfed (lvl 1-5:5%-10%)
2) Generic CC durations have been reduced
3) Ripost got absolute damage (but still needs casting time)
4) Caution is nerfed (again)
5) Fulminating cannot be used on areas
6) Defensive support is GONE.

The last change seems a bit apprehensive, as UM duration hasn't been increased. It will just be a knock game with everyone having options to stay on foot while the barb keeps getting knocked down.
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Old 08-07-2014, 09:13 PM   #5
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I like the sound of the changes, whole playstyles will become absolute but I think we'll get more 'action' overall
than wasting time being frozen/stunned/knocked down etc.

the only spell that I think is over-nerfed is stalker
mov speed reduction gone - great
need allies to cast - great
casting time 0.5 sec - hmm could work
duration 15 seconds.. wait what?!

I feel like even with the very low cast time it should last a little longer,
defenitly when dragon is nerfed and fights at the door will happen
its main use is getting allies in another place unseen, gate would be perfect example
15 seconds feels to short, nerfing it to 30 or 40 seconds sounds more workable to me
(because really.. try getting your allies to move where you want them to w/o explaining it to them.. twice..)
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Old 08-07-2014, 09:27 PM   #6
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Overall with all class changes, sparing some hiccups, this balance update looks a lot polished and agile and I'm starting to like it. Especially I feel the game is going to be more fluent and less static. So good work NGD

Though I think we may need more power points.
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Old 08-07-2014, 11:45 PM   #7
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Quote:
Originally Posted by Irsh View Post
...It will just be a knock game with everyone having options to stay on foot while the barb keeps getting knocked down.
BS! No, from all I can see at 1st glance, this cc-nerfing 'balance' package is truthfully a really BIG boon to all max-direct-damage-types (aka barbs & uber-archers) & a BIG bane to all others who actually need alot more time (aka cc-users) to deal sufficient damage to actually kill their targets & also, enough time to maintain a safe distance. CC's are what give you that needed time. FACT: un-cc-ed barbs (barbs that reach you) are quick-death machines. Game's 'development' has increasingly trended this way since just before WM until now (i.e. barbarians are the only real killers & all other classes' various & diminished roles are basically relegated in RvR to being just the barbs' supportive-sidekick-flunkies). With a bit of (mostly) knight & conj support, CoR is seemingly now more than ever before the barbarian class's (along with those pesky boss-ammy/ring-using max-range uber-mark's) personal RvR-paradise (Barbnumb Online!) .... but hey, we'll see

Last edited by Lebeau; 08-08-2014 at 12:12 AM.
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Old 08-07-2014, 08:47 PM   #8
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I'm so happy, before I used to hit barbs 200, but thanks to damage resist nerf I will now do more. God bless NGD.
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Old 08-07-2014, 08:57 PM   #9
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NGD should consider giving more PP due to the duration nerfs on (common) spells
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Old 08-07-2014, 08:57 PM   #10
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That's the massive balance update. Need to read it thoroughly.

Thanks, NGD!
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