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Old 07-24-2010, 12:42 PM   #41
MalaTempora
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love NGD path now...

continue this way guys!!!
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Old 07-24-2010, 01:02 PM   #42
doppelapfel
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Quote:
Originally Posted by Umaril View Post
Knights and Op in the same sentence, never thaught Id see that. Dont think they will be overpowered but hopfully will have a more significant effect in war now.

Also the global cooldowns I see are rated as very short, short, normal etc though they seem to all be the same cool time, I guess its not fully implemented yet.

Positions are also a mess for me.

Note: Visual bug (I assume) on Umaril my Arcane Devotion reads 'cast speed +100%'
I dont think that he meant knights would become op, just the auras/areabuffs. Imagine 2 zergs both with -40%ranged dmg, 40% dmg resist, +100% armor mana pylon and heals, fight might never end cause nobody does any dmg. Well see whether this will happen.

Edit: Thought about it again, maybe the effect of shield wall and star shield should end when the knight dies, so to kill a zerg you would have to take down the knights first and they could act like real tanks (atm nobody attacks a knight first, the worst thing they can do is kickin you down).
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Old 07-24-2010, 01:11 PM   #43
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Before implementing armor changes on live servers, I'd recommend you to look at my earlier post, because mages will need a way to raise their damage slightly to account the overall more effective armor that you are implementing. They've already been having trouble with protections for a long time on many spells, so let's try not to make it any worse.

Essentially what I suggested is:
- Give all direct damage spells Weapon damage +50/100% (and keep the error margin high)
- Give all damage over time spells Weapon damage +30%
- Make staff speed affect cast time so that mages must chose between either lower cast time or higher damage

As I said on IRC, there must be more incentive for mages to chose their gears instead of just being able to use any staff they want with an appropriate bonus of their chosing. Archers and warriors do not have that benefit.

Kind regards.
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Old 07-24-2010, 01:31 PM   #44
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oups i mixed something up then. Db and heroic staying auras is fine. (If it was a long lasting area buff it would not)
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Old 07-24-2010, 01:51 PM   #45
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Quote:
Originally Posted by Arkenion View Post
Why do you make lvl 5 terrror 90 percent??
Why not just 100? I don't get it! It's not like the game is enough luck-based already, no, now even a simple terror is based on luck...

I know 10% isn't much, but it'll occur and appear bugged all the time, like SotW etc...
I'm already experimenting with dropping terror. Why use a spell when you're not entirely sure it will work anyway.
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Old 07-24-2010, 01:52 PM   #46
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Quote:
Originally Posted by Lumi_Alsius View Post
Position bug is insane

People are warping(teleporting,jumping) around..
I did not experience this at all, In fact when Chilko was on amun last night teleporting everyone to the same spot for fights, I was getting the smoothest warrior fighting experience I've ever had in this game. It was clear when someone I was chasing was in range, and I would actually hit them as opposed to phantom swing if I appeared to be in range on my client. Previously I would appear in range and either never swing or occasionally phantom swing because according to the server I wasn't in range. Now client positioning is much closer to reality, imo.
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Old 07-24-2010, 02:06 PM   #47
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Quote:
Originally Posted by Blaa View Post
I'm already experimenting with dropping terror. Why use a spell when you're not entirely sure it will work anyway.
You want to drop terror because of a 10% fail rate on the knockdown? Your kidding right?

Look at all the warriors who use MS knowing its debuff has a 50% fail rate, or all the conjus using dispell/mass dispell regardless of its fail rates in the lower levels (not all can afford to level it to 5) barbs using Um, knights using defensive stance, conjus using mind blank ...

Seriously 90% is a lot, its not a big deal.

As with Lumi my positioning is a mess, landing a hit on a moving player (or even a standing one) is rare for me on Amun.
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Old 07-24-2010, 02:22 PM   #48
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Quote:
Originally Posted by Umaril View Post
You want to drop terror because of a 10% fail rate on the knockdown? Your kidding right?

Look at all the warriors who use MS knowing its debuff has a 50% fail rate, or all the conjus using dispell/mass dispell regardless of its fail rates in the lower levels (not all can afford to level it to 5) barbs using Um, knights using defensive stance, conjus using mind blank ...

Seriously 90% is a lot, its not a big deal.

As with Lumi my positioning is a mess, landing a hit on a moving player (or even a standing one) is rare for me on Amun.
I just need to be sure it will work. That's just MY opinion.

Besides, it's rather interesting going without terror. Sometimes it feels like a default setup; "Okay... new setup. First Arcania up to 19 and terror to 5".
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Old 07-24-2010, 02:23 PM   #49
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Quote:
Originally Posted by Umaril View Post
You want to drop terror because of a 10% fail rate on the knockdown? Your kidding right?

Look at all the warriors who use MS knowing its debuff has a 50% fail rate, or all the conjus using dispell/mass dispell regardless of its fail rates in the lower levels (not all can afford to level it to 5) barbs using Um, knights using defensive stance, conjus using mind blank ...

Seriously 90% is a lot, its not a big deal.
You must spread some Reputation around before giving it to Umaril again.
Herp derp -.-
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Old 07-24-2010, 02:29 PM   #50
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since auras gone be fixed (what im personaly happy about)
defence combos shoud be nerfed so Frenzy + Caution and
Acrobatic + Evasive Tactics
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