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Old 08-08-2014, 10:46 AM   #31
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These changes might actually make me play this game again. However I probably wouldn't bother playing my warlock anymore.

Also: Dual Shot cast time

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Originally Posted by The_Pirate View Post
Def been nerfed quite significantly. Off actually improved through blunt/slash/pierce trees but at cost of mana and CD. Basically it makes it harder for barbs to actually reach the enemy, and once there we'll need to think more carefully about what to use. But we remain effective killing machines - if we actually get to target.
Most movement reducing effects have been significantly reduced without adjusting the barbarians speed so in actual fact it might be even easier for barbarians to catch a range class without the use of roar. This remains to be tested.
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Old 08-08-2014, 11:29 AM   #32
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We added the command -reset_powers in Amun. You have to have 600 gold at least to use it, because we didn't want to mess with the functionality so it stayed like that

Also, the changelog has this line missing:

- Fixed: Super Bosses in the War Zone (Thorkul, Evendim, Daen-Rha) are now level 60 and also drop items for players of this level.
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Old 08-08-2014, 11:36 AM   #33
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Quote:
Originally Posted by Adrian View Post

- Fixed: Super Bosses in the War Zone (Thorkul, Evendim, Daen-Rha) are now level 60 and also drop items for players of this level.
What about archers? Can they also drop now at bosses or are they still useless?
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Old 08-08-2014, 12:20 PM   #34
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Darkness: Duration reduced to 6-8-10-12-15 secs from levels 1 to 5. Cannot be dispelled anymore.
I would like to propose a similar change to Divine Intervention to balance this out.
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Old 08-08-2014, 12:21 PM   #35
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Quote:
Originally Posted by The_Pirate View Post
Re barbs:
But we remain effective killing machines - if we actually get to target.
No, not anymore. We are part of the group now unlike the charge of the group before. With the shortage of power points, both barb's defense and damage will come down, CCs will take preference and timing will be everything. Zerg wars on the other hand will have to be tested. But if you are taking barb on solo or small group rides, then you better have skilled the spellbook to the T and you won't get second chances.

For example, what a barb could do in one kick before, now needs kick and rote both to do the same thing (hypothetically speaking). The game has just become more creative and it's a good thing.

The only people having advantage over the generic group now will be the ones having boss jewels and such. Hope NGD look into fixing those things too in the future.
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Old 08-08-2014, 12:21 PM   #36
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Seems like a really nice update, can't wait for it.
One thing, on Amun Sultar's Terror appears as [err][power_display_name][313].
And if you could post properties of new warzone bosses' items it'd be really nice :P
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Old 08-08-2014, 12:54 PM   #37
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With all mental spells being nerfed so much (which is good, I think), it will be even more difficult for mages, especially warlocks, to defend themselves against barbs buffed with unstoppable madness and divine intervention.
Those two spells are waaaay too strong together. Please, do consider solving this problem somehow, for example you could say that UM disables the effect of DI temporarily. This way, you could also nerf mindsquasher in the means of "remove all foreign buffs" and not "remove everything" (should be 100% then, though).

Armor calculation has to be rethought a bit, of course ... it is being done 100% absolutely which creates enormous disbalance between lowies and highs, as well as between jewlery users and non-jewleriers. Imo, this is the most important issue of all
I may be mistaken

It is nice to see you decreased barb defensive

Quote:
Originally Posted by Adrian View Post
We added the command -reset_powers in Amun. You have to have 600 gold at least to use it, because we didn't want to mess with the functionality so it stayed like that
thanks a lot! (y)
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Old 08-08-2014, 01:23 PM   #38
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While we are at nerfs, I believe mind squasher, DI and MoD should be considered for a nerf.
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Old 08-08-2014, 01:40 PM   #39
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Remove Fulminating NGD. Go ahead, I dare you, make it more interesting
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Old 08-08-2014, 02:39 PM   #40
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bossdrops, will add more soon


regards
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