09-15-2011, 10:39 AM | #71 |
Master
Join Date: May 2010
Location: Ireland
Posts: 438
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Good to see gradual changes being made, looking forward to the point when unused casts get a revamp or new casts are introduced.
Think cast time for ambush needs to be reduced (not played mage for a while so no idea about will domain) and the duration for darkness and confuse is unfair, hoping something will be done in these areas before too long. Concerned marks are getting a boost from the extra passive. Would like to see heal pet either working without needing to select the pet or working on other hunters pets. Steady but solid progress, nice work. |
09-15-2011, 10:45 AM | #72 |
Initiate
Join Date: Nov 2006
Posts: 205
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ffs >.>
Soooooooo What about confuse duration? Have you planned to look into the duration of confuse? When you at ngd play this game, do you find confuse to last a bit long? Umm, do you intend to change the duration of confuse? Also, what's up with the duration of confuse? Lastly, I think you should read what players have said a million times on this forum and perhaps reduce the duration of confuse. I am not sure dizzy and knocks should be the focus of the new 'balance.' You are listening to bad players I think. I mean, you are going to nerf dizzy and knocks? So what are these beacons your awesome warmasters update about? So you at ngd really have any fucking vision for this game or are you just going to keep changing stuff around on a monthly basis when you hear enough whining about things like dizzy and knock? Why don't you let this change to feint have some time to settle and see if players are still unhappy? This might be the final nail in the coffin for me. I see my barbarian buffing and then mindlessly hitting stuff after this update and really I don't see much fun in that. I know some of you are thinking 'barbs are OP!' No, you just suck at fighting them. How about you look at locks or marks for a nice 'balance' this go around? |
09-15-2011, 10:50 AM | #73 | |
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Join Date: Jun 2011
Posts: 19
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so, u wanna tell me, u as a marx won`t use that spell...and as a marx u were always relied on confuse? And like on other topic...try to play hunter, then talk about something...(in advance, I have marx also, and I know what I`m talking about) |
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09-15-2011, 10:52 AM | #74 | |
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Join Date: Mar 2010
Posts: 8
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09-15-2011, 10:55 AM | #75 |
Banned
Join Date: Dec 2009
Posts: 843
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As a general changes:
-confuse....only hunter skill..i don't care about this change,i dont used confuse on marksman anyway nothink changed in my opinion....still same situation as in old camo+confuse....confuse is damn powerfull only combined with camo when player is unbufed.... -about knocks and dizzy i bet they will pass in randomness as sultar...anyway sultar is fail nowdays 80% of time...more nerf....i see no point.... Why i have feeling this random changes are made on spells with not much impact ...only to satisfy ppl trolling in forum and NGD does don't want to change they game?.... |
09-15-2011, 11:00 AM | #76 | |
Banned
Join Date: Aug 2010
Location: Russia XD
Posts: 592
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09-15-2011, 11:09 AM | #77 |
Marquis
Join Date: Aug 2007
Location: Germany
Posts: 1,843
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made me laugh but so true. 1 conc. however only gives ~0.15% Critchance.
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09-15-2011, 11:12 AM | #78 | |||||
Initiate
Join Date: Nov 2006
Posts: 205
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In conclusion, if you truly listen to players and change the game based on that, I think you should take a look at your plans for this balance update and go back to the drawing board. I honestly think you at ngd should spend more time playing your game and see for yourself what needs to be changed rather than listening to the bitching vocal minority. Don't nerf dizzy! I've had to change my play style so many god dam times over the years... now it seems like this will simply be a game where we just run around hitting whatever we can mindlessly. This is becoming a game I will have no interest in playing. Perhaps you should just stick to what you're best at and give us some more amazing mounts rather than just ruining your game further. |
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09-15-2011, 11:41 AM | #79 |
Count
Join Date: Feb 2009
Posts: 1,445
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It's going to be difficult, some classes are more affected by combos, by changes of some spells, etc.
The reduction of CCs duration has been proposed in a lot of threads, personally I liked the option of -(20%,30%) duration of all CCs, something like 8s-->6s, 11s-->8-9s, 15s-->11-12s. I don't like the introduction of random durations if you (NGD) have this in mind. Another thing that no one talks about is the natural resistances, first the resistances of mobs are very high, it's absurd. Second, some spells have more chances to success than others, for example knocks are the skills more resisted, if you are going to nerf them more then at least correct the resistance formula. Conclusion, we don't want skills that are a fucking roulette, and we don't want fights decided by mere luck. Changing confuse with sentinel you only correct the number of people that can use it, but the real problem was not that, the real problem is it's duration and effect. The duration should be max 20s, the suggestion of Enio is good, but it would need more cooldown. Darkness has the same problem. Mind squash is out of control, the effect should be changed, for example to "can not attack" or net damage like ethereal arrow. Cure pet needs to be applied without selecting the pet, and as I said in the other thread now you need to change the effect of the passives, at least double them, the actual effects are negligible and deserve 0 power points. Skin of the beast needs less mana requirement and faster invocation. Combos, this is difficult, for example immobilizations and slows affects primarily warriors and not other classes in fights with few people or pvps. Some of those combos had a way to be bypassed, for example using staffs with mages, but the nerf to that tree brought that all mages uses spells and dizzy is lethal. Clear combos of CCs of the same type are now the two knocks of knights and meteor+silence+meteor. At least the skill that is exclusive should have a larger cooldown, for example 45s cooldown. Then for example with my conjurer vs a warrior I can cast pricking ivy, attack spells or steal mana, will domain or mind push if the warrior uses something against CCs, then I still have beetle swarm, time master and the same skills if the Cd passed. With a warlock it's more easy. That's the actual problem, you can't quit combos without nullifying some classes vs others because the actual balance is based in maintaining your range and skill combos. Other problems are: - Some high damages, specially barbarians with critical dmg or/and fulminate, hunters with cold blood... - Some high defenses, knights, people buying resistances to an absurd 30% against one type of damage, marksmen at range... - Some low damages, hunters without cold blood, pets of low lvl, etc. - Some very powerful auras. - Trees and spells that needs changes, for example the pet/invocation and staff mastery trees. ... |
09-15-2011, 11:58 AM | #80 |
Count
Join Date: Feb 2009
Posts: 1,445
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One more thing, the most populated realm and the most lazy one (practically never attacks forts) has the privilige or the prize of being devastated for 3 weeks in RA.
This in not ok. |
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