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Old 07-17-2010, 01:08 AM   #161
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Originally Posted by _Enio_ View Post
Thanks a ton, range seems fixed now
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this seems to be a bug. We don't have plans to change archer's range
wasn't it fixed?
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Old 07-17-2010, 01:29 AM   #162
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Default Chilko

When this goes to amun plz add a new thread if you haven't intended to do so.
I would rather less CS than a timer that would keep me from always being able to have it up. Just my opinion a lock isn't much in group or alone if no CS.
BTW what about the other OP'd characters?
Hard to believe with all the issues in the game with characters this is your answer.
Without CS a hunter can knock down my barrier, confuse me and even if I kill pet I wont be able to kill hunter before I am dead, especially if hunter fires SOTW at the right time. With CS atleast I have a chance. Not sure what this is going to fix. Terror dmg and stack fix is fine but the CS issue is going to make it very hard against almost all charcters 1vs1 or in group fight. What about a knight tha blocks 8 out of 10 spells??
That is just my opinion and I do have other lvl 50 characters such as a hunter so I am not being biased, I am speaking from experience.
Guess we will see when it comes out just wanted to state my opinion and let you know my thoughts and wants.

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Old 07-17-2010, 03:01 AM   #163
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Originally Posted by WarParty View Post
When this goes to amun plz add a new thread if you haven't intended to do so.
I would rather less CS than a timer that would keep me from always being able to have it up. Just my opinion a lock isn't much in group or alone if no CS.
BTW what about the other OP'd characters?
Hard to believe with all the issues in the game with characters this is your answer.
Without CS a hunter can knock down my barrier, confuse me and even if I kill pet I wont be able to kill hunter before I am dead, especially if hunter fires SOTW at the right time. With CS atleast I have a chance. Not sure what this is going to fix. Terror dmg and stack fix is fine but the CS issue is going to make it very hard against almost all charcters 1vs1 or in group fight. What about a knight tha blocks 8 out of 10 spells??
That is just my opinion and I do have other lvl 50 characters such as a hunter so I am not being biased, I am speaking from experience.
Guess we will see when it comes out just wanted to state my opinion and let you know my thoughts and wants.

O M E G A
Before Warlocks started to stack Cast speed,they seemed to do just fine.Also it seems as tho the current cast speed situation was not intended, as this thread explains why:http://www.regnumonline.com.ar/forum...ad.php?t=62826
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Old 07-17-2010, 03:05 AM   #164
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It wasn't cast speed which made warlocks overpowered. I remember very clearly just when they started their rise to power.

Pre-1.0, warlocks were very much underpowered compared to marksmen and hunters (and in 1vs1, they are still relatively easy for hunters, but less so now). Against knights luck decided who won, but a warlock had an easy time if he played it safe (DoT DoT DoT freeze, run, repeat) and barbs had a pretty even fight with them. Balance was okay, except for ridiculous blocks and resists in fort wars.

Then they removed the resists and blocks. Resists and blocks were the only factor limiting warlocks from being overpowered, then they were gone. Now look at them.

I'm certainly not saying bring resists and blocks back, but you need some way to limit warlocks. Back then, warlocks were overpowered in theory, but not in practice because of resists. Now, they're overpowered in practice, and horribly overpowered in theory.
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Old 07-17-2010, 03:05 AM   #165
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Originally Posted by Fighting_Irish View Post
Before Warlocks started to stack Cast speed,they seemed to do just fine.Also it seems as tho the current cast speed situation was not intended, as this thread explains why:http://www.regnumonline.com.ar/forum...ad.php?t=62826
Point is they should fix the other issues as well instead of nerfing one class for an unknown amount of time. Since I have played arc dev lvl 5 has been 50% and max gear without cs on tunic is 21% for a total of 71%.
As I said I am fin with lower CS just fix other issues also.
But we will see what NGD does.


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Old 07-17-2010, 08:34 AM   #166
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Originally Posted by Necrovarus View Post
It wasn't cast speed which made warlocks overpowered. I remember very clearly just when they started their rise to power.
I agree

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Originally Posted by Necrovarus View Post
Then they removed the resists and blocks. Resists and blocks were the only factor limiting warlocks from being overpowered, then they were gone. Now look at them.
Yes, i think system changes also had positive effects all contributing, casting behind, GCD, animation changes and even movement speed been very good for warlocks game play.

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Originally Posted by Necrovarus View Post
I'm certainly not saying bring resists and blocks back, but you need some way to limit warlocks. Back then, warlocks were overpowered in theory, but not in practice because of resists. Now, they're overpowered in practice, and horribly overpowered in theory.
Cast speed is a good way to deal with it.

As it is on amun now, i think it may be a little too slow i admit i only tested it with no CS items.
I think NGD should increase the duration for AD if they weaken it, maybe even adjust some spells cast time along with the change.
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Old 07-17-2010, 08:41 AM   #167
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i think the locks are the best balanced (exept for terror) class in the game, very important in war and potent! but low hp and die easely (in theory).
but when i see a lock in war it's a god damn power house, i tought marks where build to kill mages, gues not
maybe the longer gcd will do some good to make locks less OP, we just have to see i gues

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Old 07-17-2010, 09:16 AM   #168
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Post my 2 cents...

thank you NGD for respecting the community and letting us know about changes. i have quite a few concerns though.

Hamster of Sorrow mentioned that with some changes it will be a social networking game... well i am afraid even that will not happen since the realm chat is taken away.

i am concerned that the whole 'update x.x' is becoming just nerfing. less added and more taken away... and things that are added often cost. i do not mind supporting game since i enjoy it a lot, i have an issue though being put in the position that i am told i should merge clans into big ones so i can be aware where is a war, or being put in the position of having to buy xim to organize a war party since some players have pm turned off for 'security reasons' whatever these are.

also when is started playing there were many conjurers on. i loved playing support conjurer but is becoming more and more difficult with all the changes... and the less conjurers we have the more complaining there is directed towards the ones that play at all. since i saw there were more locks needed i also leveled warlock to 50... and now i learned that 3 lvl 50 characters i have - 2 mages that i leveled to support my realm in war and a hunter will be all nerfed... support conjurer possibly unplayable in many ways.

even if you raise armor, so that it is more useful, eventually warriors WILL get damaged, and when they do, when no one is around to heal them, it still sucks. something HAS to be done to make people WANT to be a support conj, or it just sucks for everyone.

now... the telleport part. as much as i appreciate the sentiment... did anybody notice that the map is simply not symmetrical? by simply moving one castle all problems would be solved. adding telleport will cause more imbalance and complaining from other realms.

i am possibly going to be told i do not understand the business model and gaming... well i have to accept it since as a player i do not have much choice, do i? i just do not understand changes that will bring more imbalance and nerf support conjurers that often were the most committed to the game and other players in war.
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Old 07-17-2010, 09:23 AM   #169
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Originally Posted by Necrovarus View Post
I'm certainly not saying bring resists and blocks back, but you need some way to limit warlocks.
I say buff protection dome
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Old 07-17-2010, 09:33 AM   #170
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Default The REAL reason for the changes...

See, you really have to look at all the changes in their entirety. First, the graphics update. Neck lines are lowered, legs are slit up the side, and more skin is revealed. Now we're going to have long fights with little damage. We'll be holding feather dusters, tickling each other, while half naked.

Oh, yes... the castles, like mansions, Long, drawn-out pillow fights in the moon-light...

You see, the real truth is, NGD is going for the NC17 rating.
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