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Old 10-14-2012, 07:53 AM   #21
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At last a thread like this, i always was too lazy to make one, so first, thanks to Kharbon and Raindances .

Nicely listed, I only can agree with the revamp/deletion of those spells. ( hopefully if they delete one, they will introduce a more useful new one )

Id add some too:
- Ambush needs to be instant (or at least 0.5 casting time), since its almost impossible to use it in time with the range being reduced to 10 meters.

- Enemy surveillance could have also a lower casting time (0.5-1 seconds) and I definitely would lower the spell CD to 10-15 seconds as well, so the ones having a lower track lvl could still stay up-to-date when it comes to enemies moving closer.

- INHO SOTW needs a revamp too since it fails almost always and for a last spell in a tree its just unacceptable. Pls raise its effectiveness, so it doesnt fail 90% of the time but only by 60-70%...

- And for last the pet tree. It needs the most work imho. Many good suggestions has been made about the revamp, theres absolutely no need for so many taming skills, the suggestion can be found in this thread i think.
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Old 10-14-2012, 08:22 AM   #22
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Quote:
Originally Posted by Casting_beast View Post
At last a thread like this, i always was too lazy to make one, so first, thanks to Kharbon and Raindances .

Nicely listed, I only can agree with the revamp/deletion of those spells. ( hopefully if they delete one, they will introduce a more useful new one )

Id add some too:
- Ambush needs to be instant (or at least 0.5 casting time), since its almost impossible to use it in time with the range being reduced to 10 meters.


- Enemy surveillance could have also a lower casting time (0.5-1 seconds) and I definitely would lower the spell CD to 10-15 seconds as well, so the ones having a lower track lvl could still stay up-to-date when it comes to enemies moving closer.

- INHO SOTW needs a revamp too since it fails almost always and for a last spell in a tree its just unacceptable. Pls raise its effectiveness, so it doesnt fail 90% of the time but only by 60-70%...

- And for last the pet tree. It needs the most work imho. Many good suggestions has been made about the revamp, theres absolutely no need for so many taming skills, the suggestion can be found in this thread i think.



Agreed with everything apart from ambush, it is possible to use it against rushing warriors, even when they are horned, casting time is fine
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Old 10-14-2012, 08:51 AM   #23
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Quote:
Originally Posted by Ulti19 View Post
Also, we should separate all the spells into categories of

1. Spells that should be removed and replaced by completely new spells and;
2. Spells that just need some minor tweaking to gain awesome functionality
I could color-code the spells. I need some help on this though, it's difficult to say which spells have to be redesigned completely and which would only need boosting.

Thanks for the info on Impale, I edited the list accordingly.

Quote:
Originally Posted by Tamui View Post
...
Thanks, I added your suggestions to the list

Quote:
Originally Posted by Casting_beast View Post
...
Thanks for the suggestions. I won't add those spells to the list, because although they might need several tweaks and improvements, they are clearly used commonly. The list should be about the least used or entirely useless spells.
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Old 10-14-2012, 01:28 PM   #24
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Quote:
Originally Posted by LittleHomer View Post
Chilko, what the community wants, for one of the next updates:
  • More skills
  • Better skills (more op for every class, so the fight is faster)
  • Spells which need Skill (Spells shouldn't have only ''make 500 dmg''. Why not ''Make 500 dmg and reset the cooldown if the spell kills the opponent''? This would be quite nice and more advanced!)
  • and THEN: more graphics!

Why can I write such a text? I simply asked many players ingame. Marksmen, warlocks, hunters, ... every class. They said exactly that.
no, sorry, but that's absolute rubbish.
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Old 10-14-2012, 01:52 PM   #25
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Originally Posted by Ulti19 View Post
Ah I didn't know dex affects pierce weapons, or do you mean just from DAoC and it is an idea. Mm for block I guess I'm unlucky but I tested it in arena getting hit like 50 times with it and without, was not a big difference. But that might be luck. and I never said to remove shield bash, I love that spell, I just meant to adjust the cast speed, that would make it super attractive spell, was just an idea though. And yeah, I bet all knights hate rig prep

Edit* Do you feel a difference in block when you use that spell Bois? Either way, if another knight says it works and he/she likes it, I wouldn't wanna scrap the spell then. I think NGD is looking for the most useless of spells, or ideas that can make the weak spells a little more attractive.
Dexterity as part of damage equation for piercing does not exist. I suggested it years ago and I am suggesting it again now because it would add an interesting dynamic.
Here is the issue with block. In PvP it is less than effective because it ends before you can profit. Its effect is too short. However, in RvR and under a hailstorm (like we normally are) it provides an effective layer in my experience.
In PvP if you are using block, you would have to skill challenge too.
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Old 10-14-2012, 05:31 PM   #26
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Quote:
Originally Posted by Tamui View Post
Curse & Blindness: These can be a very good combo togther. I tested it in the arena, it's like having escapist on you from archers and Softw from mages. Well miss chance mostly. Still they can be unpredictable.

Sultar Devouring Mass: I like it, can be useless on barbs/knights. perhaps if it worked like Tear Apart?
Agree with you on Curse and Blindness combo, since not only normal attacks can be "missed" but also spells can be "missed" (if I hunt with Melian he uses Hinder on 5 (-50% hit chance), that with Blindness and Curse is maybe too overpowered). So just the two of them is already pretty effective, and it also boosts teamplay and communication when hunting together. So please remove those from the list?

And Sultar's Devouring Mass is an excellent spell, but please don't make it as Tear Apart o_O, then it's 2400 (minus X% by certain buffs) damage (retal (5) that ) unless dispelled: too overpowered. Guess it's pretty good as it it since warriors can be kited.
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Old 10-14-2012, 06:13 PM   #27
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Quote:
Originally Posted by Imago-Thunderfist View Post
And Sultar's Devouring Mass is an excellent spell, but please don't make it as Tear Apart o_O, then it's 2400 (minus X% by certain buffs) damage (retal (5) that ) unless dispelled: too overpowered. Guess it's pretty good as it it since warriors can be kited.
500 mana, 180 cd, okay for 2400 dmg heh
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Old 10-14-2012, 06:19 PM   #28
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Quote:
Originally Posted by Imago-Thunderfist View Post
...
Thanks, I edited the list. If anyone else uses these spells, they will be removed from the list.
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Old 10-14-2012, 06:47 PM   #29
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Quote:
Originally Posted by Casting_beast View Post
- Ambush needs to be instant (or at least 0.5 casting time), since its almost impossible to use it in time with the range being reduced to 10 meters.
It isn't useless at all but imho it would be much better if duration was a fixed 5 seconds, and range modified by level ie. 5m+2m/level (7m to 15m), with a casting time of 0.5 seconds.

Also, of course, knock effect (for all knock spells) should be broken when one is hit by more than 40% of its total health.

Quote:
Originally Posted by Casting_beast View Post
- Enemy surveillance could have also a lower casting time (0.5-1 seconds) and I definitely would lower the spell CD to 10-15 seconds as well, so the ones having a lower track lvl could still stay up-to-date when it comes to enemies moving closer.
Imho, casting time and cooldown are perfect, i would only modify the range:
200m + 40m per level (240,280,320,360,400 instead of 150,200,250,300,400)

Quote:
Originally Posted by Casting_beast View Post
- INHO SOTW needs a revamp too since it fails almost always and for a last spell in a tree its just unacceptable. Pls raise its effectiveness, so it doesnt fail 90% of the time but only by 60-70%...
Well, i would remove the randomness, reduce duration to a fixed 8 seconds, and make the cooldown modified by spell level (80,70,60,50,40 seconds).

Note that there is no spell which have cooldown modified by spell level at the moment, but it would be a very important addition to allow this in the spell system, it would allow to define a spell identical for all spell levels and use mana cost / cooldown duration as adjustement (higher level more mana less cooldown).

Quote:
Originally Posted by Casting_beast View Post
- And for last the pet tree. It needs the most work imho. Many good suggestions has been made about the revamp, theres absolutely no need for so many taming skills, the suggestion can be found in this thread i think.
Yes, i vote to get rid of pet tree, instead add magical traps, and permit hunters to have a familiar (with powers to be defined).
Current pets = more damages, just increase a bit hunter base damage to compensate.
Also at war, pets are far too big and make selection harder.
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Old 10-14-2012, 07:18 PM   #30
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Quote:
Originally Posted by Zas_ View Post
Ambush isn't useless at all but imho it would be much better if duration was a fixed 5 seconds, and range modified by level ie. 5m+2m/level (7m to 15m), with a casting time of 0.5 seconds.

Also, of course, knock effect (for all knock spells) should be broken when one is hit by more than 40% of its total health.
I never said its useless, only that "its almost always impossible to use it in time because of its reduced range".
On the other hand i like your suggestion about the knock effect being gone when the target's HP reaches a point....

Quote:
Originally Posted by Zas_ View Post
Imho, Enemy surveillance's casting time and cooldown are perfect, i would only modify the range:
200m + 40m per level (240,280,320,360,400 instead of 150,200,250,300,400)
Well, I dont think anyone would "waste" more power points on it than 1-2 if they'd change its range as you suggested....Imho reducing its casting time even more and its CD would be still a better way of improving it .


Quote:
Originally Posted by Zas_ View Post
Well, i would remove the randomness of SOTW, reduce duration to a fixed 8 seconds, and make the cooldown modified by spell level (80,70,60,50,40 seconds).

Note that there is no spell which have cooldown modified by spell level at the moment, but it would be a very important addition to allow this in the spell system, it would allow to define a spell identical for all spell levels and use mana cost / cooldown duration as adjustement (higher level more mana less cooldown).
I like it ^^
Anything else than the current SOTW is welcome .

Quote:
Originally Posted by Zas_ View Post
Yes, i vote to get rid of pet tree, instead add magical traps, and permit hunters to have a familiar (with powers to be defined).
Current pets = more damages, just increase a bit hunter base damage to compensate.
Also at war, pets are far too big and make selection harder.
Also like it, pets needs to be just as big as the owner imho and adding new skills to hunters would also be a good start to buff hunters a bit, on the other hand more work as well....
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