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Old 02-21-2014, 07:54 PM   #1
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Default Version 1.10.7 - Balance

Hi everyone,

After gathering up information from the threads in both languages, and after analyzing the impact of some suggestions in global balance, we selected the following changes for this update.

The modification list is divided among powers whose attributes were boosted, nerfed and fixed (fixing these also affect gameplay balance, which is why it's being included here).

These are the changes that we'll apply in the update coming up, but they're NOT the only ones that are going to be applied in the near future.

All threads contain very interesting info, although some of the suggestions received may have to be reconsidered after these changes.

Boosted skills:
  • Magic Barrier: The Magic Barrier points have been boosted up to 700, 1000 and 1400 in levels 3, 4 and 5 respectively.
  • Wind Wall: Duration has been increased to 20, 22, 24, 26 and 30 seconds respectively. The resistance level has been increased to 18%, 20% and 25% in levels 3, 4 and 5 respectively.
  • Mass Resurrection: The chances have been increased to 40% in level 4 and 60% in level 5.
  • Protect Ally: The Casting Time has been reduced to "Instant". Healing values have been increased in levels from 2 to 5. The effect "Dispel Stun" has been replaced by "Dispel Freeze" in levels 1 and 2; and "Dispel Dizziness" has been replaced by "Dispel Freeze" in levels 3 and 4.
  • Revive Pet: Casting Time has been reduced to 5 seconds.
  • Skin of the Beast: Casting time has been reduced to 1 second. Cooldown time has been reduced to 120 seconds. Mana cost has been reduced to 300, 340, 380, 420, 460.
  • Fire Arrow (Marksman Warmaster): Cooldown time has been reduced to 25 seconds. Range increased to 35 mts.

Reduced skills:
  • Mindsquasher: Cooldown time has been increased to 40 seconds.
  • Strategic Position: Casting Type has been switched to "Activable" and the power cancels itself if the player moves. The cooldown time has been reduced to 80 seconds.

Fixed skills:
  • Meteorite: The "dizzy" effect is now not being removed when a player is attacked by a 2nd meteorite.
  • Defensive Instance: Error that caused, in some circumstances, to keep the visual effect even when the power was not active in the player.
  • Arrow fire and Protect Ally: Error that caused these powers to remove buffs and other positive skills on allies (Mana Communion, Berserk, Recharged Arrows, Master of Doom, etc).
  • Retaliation: Fixed. The power now deactivates after returning the first pulse in DoT skills. This implies that the damage from DoT skills will not be fully returned.
  • Fixed: Error that caused players to become unable to move when affected by the modifier "Inmobilize" while in mid-air (for example, Pricking Ivy).

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Note: Quick explanation on some of the changes included.

Strategic position: What we want to achieve with this change is that the Marksman keeps his high defense, but exclusively in situations where the player positions himself in strategic spots. This power may still be used in other situations, but since it deactivates when moving, it will not be too effective in battles out in the open field.

Retaliation: Fixing this bug (which is historical) will positively affect several powers, mostly from mages spell trees, that may need some adjustments in the future.

Mindsquasher: We don't considerate this power to be extremely powerful, however we do understand that its extremely low cooldown time made it "spammable". Between reducing the power's capabilities and increasing its cooldown time, we chose the second.

Protect Ally: Since one of the most used Crowd Control effects is "Freeze" we decided that knights should also be able to dispell this effect since Protect Ally's level 1. On the other hand, since it's a very short ranged skill, we decided to low down its casting time to "instantaneous", so it becomes easier to use.

Last edited by Ponter; 02-25-2014 at 03:01 PM.
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Old 02-21-2014, 08:20 PM   #2
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At least the really underpowered skill 'cold blood' didn't get nerfed.
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Old 02-21-2014, 08:38 PM   #3
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South Cross spam incoming :3

I was expecting some things about Fulminating and Unstoppable Madness... anyway...
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Old 02-21-2014, 08:41 PM   #4
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Made magic barrier 1400 at level 5, amazing that conjurers can now tank even more!
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Old 02-21-2014, 08:52 PM   #5
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increase winter stroke cooldown plssss
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Old 02-21-2014, 09:27 PM   #6
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When is the update coming online?
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Old 02-21-2014, 09:28 PM   #7
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All these changes sound really really good

Hope you'll have a look damage and armour calculation next
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Old 02-21-2014, 09:38 PM   #8
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An increase of 10% will definately not change anything in the use of mass ressurrection. The animation is too abvoius while the resurrected players will die instantly.
Apart from armor calculation, which is not very easy to change I propose, I still consider resist rate, stun times and the amount of available discipline / power points as way too high.
Pretty nice changes though
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Old 02-21-2014, 09:41 PM   #9
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Nice changes indeed, but ....

what about the worst of all spells SOTW????

Recharged arrows draining too much mana and hp???

Darkness's current duration is too long!!!

Camouflage corpse is a joke, even another track spell would be more useful, and

Precise block is still bugged.....

Anyway, hope to have these ^^ being changed / fixed too ASAP.
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Old 02-21-2014, 09:43 PM   #10
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Can someone please give me the track record of NGDs balance decisions based off of what they think, so i can understand why these changes to MS and Strategic are good
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