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Old 03-10-2014, 09:24 AM   #21
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Quote:
Originally Posted by trulyem View Post
What needs to be toned down from marksman was cooldown/range of winter frost. Nerfing Strategic position, was a complete mistake. it removes equal balance from the overpowered class...HUNTERS.
I dont feel very OP, many mages got solid armors now days, 120-180 normals is what you can expect. Most Archers are often weaker, likely since they have their buffs, armor is secondary to damage upgrades.

Still a buffed Archer and barb is likely to be hit for 45-70 dmg, unless weak build with no passive or weak armor.

I can maybe do around 2k with 4 CB hits on a weak and unbuffed or debuffed player, and that requires me to not move an inch, so them running out of range or behind an object is not unlikely.

Some boss gear players can basically do as much on buffed players as i do on unbuffed, thats pretty fucking sad.

I aint the hunter with the weakest damage either, far from it.
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Old 03-10-2014, 10:10 AM   #22
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Quote:
Originally Posted by trulyem View Post

Why hunters are overpowered??
1. Immortalized confuse spell
2. Intense 1,200+ damage of Cold Blood
3. Quick get away/run behind a tree CAMOUFLAGE. Because hunters can just provoke a fight and run away
lol you know nothing about hunters so don't even talk about them.
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Old 03-10-2014, 10:27 AM   #23
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Not on topic, but like I've said b4, I'd like to see hunter damage more in line with everyone else's. Currently, hunters only get one point of extra damage per attribute point, barbs get 2 per & all others get 1.5 per. ALL should get 1.5 per imho.

(/me already can hear the barbs' fuming snorts & whines).
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Old 03-10-2014, 10:38 AM   #24
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Quote:
Originally Posted by Lebeau View Post
Not on topic, but like I've said b4, I'd like to see hunter damage more in line with everyone else's. Currently, hunters only get one point of extra damage per attribute point, barbs get 2 per & all others get 1.5 per. ALL should get 1.5 per imho.

(/me already can hear the barbs' fuming snorts & whines).
And mages get 0 per since damage is constant.
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Old 03-10-2014, 10:46 AM   #25
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Quote:
Originally Posted by Recoil View Post
And mages get 0 per since damage is constant.
Oh, ok. Was this always the case, Recoil, or did NGD take mages' attribute damage bonus to normal attacks away as part of the INfamous sm-nerf b4 I ever starting playing?

P.S.: sorry, off-topic again.
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Old 03-10-2014, 01:46 PM   #26
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Quote:
Originally Posted by chilko View Post

Our idea was to make SP a spell that would be mostly useful during fort while not making it so OP for 1vs1 or in open battle.
It was a really good idea in my opinion, but with this side effect it is a useless spell also in fort wars. There are problem with positioning still unsolved ("you are not facing your enemy"). So would be better to correct the spell inseting a penalization with like 25 movement speed that could help to keep the spell useful for fort wars, and make it less usable in openfield battle.
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Old 03-10-2014, 03:40 PM   #27
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Originally Posted by Hollow-Ichigo View Post
lol you know nothing about hunters so don't even talk about them.
Sure, its like fulminating and 2 hit kill hunter. Haha thats balance too I dont need credentials, I have nothing to prove to you. If thats how balance is, 2 hit kills, running away, its not a problem to me either.
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Old 03-10-2014, 04:37 PM   #28
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Quote:
Originally Posted by Zas_ View Post
Bullshit.

That said, the Strategic Position move isn't a good one (especially together the Retaliation nerf/fix).
Quote:
Originally Posted by Hollow-Ichigo View Post
lol you know nothing about hunters so don't even talk about them.
So the wisdoms of amulet hunters hath spoken.

And I'm going to repeat what I already posted. There is hardly any line between the defensive and offensive roles of hunters and marksman, this, alongside with amulets/rings, is a main factor why these two classes are so fucked up and cause so much butthurt in discussions.

Last edited by Raindance; 03-10-2014 at 06:07 PM.
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Old 03-10-2014, 05:02 PM   #29
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Quote:
Originally Posted by chilko View Post
Well, besides reading the forums, playing the game and looking at you guys playing from the shadows, we have some internal stats and other tracking tools that show that marks where still OP. Specially considering their long range and some defense capabilities when combining the archer disciplines and some other spells such as Strategic position.

Our idea was to make SP a spell that would be mostly useful during fort while not making it so OP for 1vs1 or in open battle.

Other marks spells where actually improved.
OP in 1VS1 ? O.o ..... LMAO ....
Try a barb 3k SC ,try a hunter with camo+cold blood ,try try try ,i have no idea how that "internals" works....and defense is too high ?...wtf ?,is the same as hunter have now .... what means defense for ya ?... lol ...
Wee don't talk about same game seems ...

And i'm wondering if "your internal tools" ,take in count "boss gears" or not ....at least on Haven like 70% of people that still play marksman are bossgeard people ...


Useless trees from marksman and spells.
-short bows :complete useless because mana and HP drain is so fast than risk to kill yourself.
-long bows :useless spells -eagle's eye,obfuscate,projectile rain,point shot
-tricks :sticky touch,finesse,retaliation,ambush ...to short range for a non-camoed class,
-evasion:dodge,mobility(kind of joke by NGD TM ,even speed items are better),cat reflexes,spell elude,escapist,son of the wind(other joke ,any kind of know go true )
Marksman speciality:
-arrow master :RA (kind of joke of spell..suicide to make more damage than a hunter), serpent bite,ignus scorch,needle blast,arcana strike,fire rain vs good winter stroken ,burst of wind,ethereal arrow,lightning arrow 50% useless ..
-aiming mastery :dead eye ,focus,cyclopse curse ,lethal strike (makes too low damage for normal marksman and too much for boss geard/long cd /tons of mana cost/% chance to deal dmg ),strategic position ,trained eye,seeking strike ,80% useless ...

And not a marksman asked to play long range ,but NGD forced us to do ,because of nerf on short bows ,escapist ,mobility ,etc ...
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Last edited by kmdk; 03-10-2014 at 05:24 PM.
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Old 03-10-2014, 06:36 PM   #30
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I greatly welcome most... well, some of the changes made by this update.

-Mind squash: CD increased a bit too much. This is the skill that makes up for the lower damage (vs other barbs mainly) of blunt barbs.
-Wind Wall: 5% less suck. Still sub-par. CD too high, instant cast wouldn't hurt either. Very visible even in a zerg, easy to just ignore the caster for 30 seconds.
-Protect Ally: 50% increase... of almost nothing = still almost nothing. 150hp is ~4% of my hp. Come on.
-Magic Barrier: Much needed. Those 400 HP equal just about 8% more of total hit points, but they're still significant due to how barrier works. Conjus might benefit a bit too much from this.
-Strategic position: I wont bother to be the ~50th person to elaborate why changes to heavily gear-dependant classes are problematic.
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