08-12-2014, 07:38 PM | #201 |
Banned
Join Date: Apr 2008
Location: Brasil
Posts: 536
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pls, as you raised Daen Evendim and thorkul to lvl 60, make them drop 2 items per kill again, ty!
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08-12-2014, 08:12 PM | #202 |
Count
Join Date: Aug 2009
Location: United Kingdom, England
Posts: 1,038
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Adrian pls.
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08-12-2014, 08:19 PM | #203 |
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Join Date: Aug 2011
Posts: 4,089
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Version 1.10.9 - Changelog August 12th 2014
Gameplay - World Map - Modified: Eferias and Imperia altars of resurrection relocated a few meters away from the road. - Modified: Added Save Guards to Castle Altars of Resurrections. Gameplay - Combat - Modified: Son of the Wind and Escapist can't be stacked. Mass Resurrection should not affect the living anymore. It may show up as being casted upon, but without granting health or Sanctuary effect. Gameplay - Balance Tweaks Mage - Mana Ignition: Cooldown increased to 50 secs. - Fire Magnification: Damage bonus 5-15-25-35-45 from levels 1 to 5. - Ice Magnification: Damage bonus 5-15-25-35-45 from levels 1 to 5. - Lightning Magnification: Damage bonus 5-15-25-35-45 from levels 1 to 5. - Pricking Ivy: Duration: 3-4-5-6-7 from levels 1 to 5. Cast time: 1 sec. Cooldown: 30 secs. - Silence: Duration: 3-4-5-6-7 from levels 1 to 5. Mana Cost: 150-175-200-225-250. Cast time: 1 sec - Will Domain: Cast time reduced to 0.5 secs Conjurer - Heal Ally: HP granted raised to 200-350-500-650-800 from levels 1 to 5. Range increased to 25. - Regenerate Ally: HP granted raised to 15-26-37-48-60 from levels 1 to 5. Range increased to 25. - Steel Skin: Changes WILL BE REVERTED. This skill will not avoid players from using damage skills. READ THE NOTES AT THE END OF THE POST. - Mind Blank: -80% Damage reduction. This effect has been added to allow conjurers to continue using damage cc's to assist players in trouble. Warlock - Darkness: Cooldown reduced to 50 secs. - Freeze: Duration: 3-4-5-6-7 from levels 1 to 5. Mana Cost: 100-130-160-190-220. Cooldown: 30 secs. - Meteorite: Duration: 3-4-5-6-7 from levels 1 to 5 Archer - Escapist: Evasion bonus removed. Added Absolute Evasion Chance. Duration reduced to 3-4-5-6-8 from levels 1 to 5. Mana Cost: 120-150-185-215-250 from levels 1 to 5. - Son of the Wind: Spell Resistance bonus removed. Added Absolute Spell Resistance Chance. Distraction Shot: Duration increased to 5-6-7-8-10 from levels 1 to 5. Mana Cost: 75-100-125-150-175 from levels 1 to 5. Cooldown: 50 secs. Grounding Arrow: Duration increased to 4 seconds. Mana Cost: 95-120-145-170-195 from levels 1 to 5. Cast time: 0.5 secs Hunter - Stalker Surroundings: Changes reverted. The ideas proposed were interesting, but it could lead to several unfair situations when coordinating the skill with a group of hunters while group hunting (or ganking grinders). Marksman - Strategic Position: Added 10% Movement Speed malus. - Recharged Arrows: Mana Cost per arrow reduced to 20-25-30-35-40 from levels 1 to 5. Health Cost per arrow reduced to 10-15-20-25-30 from levels 1 to 5. - Lightning Arrow: Cast time reduced to 1 second. Mana Cost: 260-290-320-350-380 - Winter Stroke: Duration: 3-4-5-6-7 from levels 1 to 5. Cast time: 0.5 secs Warrior - Caution: Changes have been reverted. - Balestra: Duration: 2-3-4-5-6 from levels 1 to 5. Cooldown 40 secs. - Back Slam: Duration: 3-4-5-6-7 from levels 1 to 5. - Kick: Cooldown increased to 35 secs. Knight - Shield Bash: Duration: 3-4-5-6-7 from levels 1 to 5. Mana Cost: 110-135-160-175-190. Cooldown: 45 secs. - Feint: Cooldown increased to 35 secs. Barbarian - Deafening Roar: Cast time: 0.5 secs - Beast Attack: Duration: 3-4-5-6-7 from levels 1 to 5. - Howl: Duration: 3-4-5-6-7 from levels 1 to 5. --- NOTES: 1- Steel Skin hasn't been updated yet, although the changes described here are the ones we want to make. 2- Lightning Arrow still has its old Cast Time. 3- Pricking Ivy still has its old Cast Time. 4- Save Guards in both Imperia and Eferias may have to be changed, as they may be annoying when taking out a Relic and having to move close to the Save. 5- Mind Blank Mana Cost and Cooldown (195 secs) is NOT final. IGNORE that value. IMPORTANT: These changes are NOT final. They're bound to be modified as we receive feedback from you during this whole week. Thank you for understanding. When we reach a final version, we'll post a final changelog that'll include the original ones and any other that come up as testing days pass by. Best, Last edited by Frosk; 08-12-2014 at 09:33 PM. |
08-12-2014, 09:24 PM | #204 |
Initiate
Join Date: Sep 2007
Location: New York
Posts: 102
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Will the current cooldown of 195 seconds be the final product?
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Saerolyth|Nelaeryn|Celestial|Hollow|Kyrenis
WM barb WM marx WM conj WM knight 60 lock |
08-12-2014, 09:24 PM | #205 |
Count
Join Date: Aug 2009
Location: United Kingdom, England
Posts: 1,038
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Has mind blank still got the 195 second cd and 420 (blaze it) mana cost?
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08-12-2014, 09:28 PM | #206 |
Master
Join Date: Mar 2010
Location: Georgia
Posts: 386
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Now what about trell save being so close to fort?
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Haven ~ Daggers/Miles Long *Retired* Ra ~ Cloaks/Elongated |
08-12-2014, 09:31 PM | #207 | |
Baron
Join Date: Nov 2011
Location: Feeding@ Farmal :P
Posts: 714
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Quote:
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I heard draconic gem makes people stupid. Now i see it is exactly so. lol fail \ iFail \ I Am Multirealmer Good bye RO, the poor players.... have fun |
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08-12-2014, 09:34 PM | #208 |
Master
Join Date: May 2010
Location: England
Posts: 455
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Well, I'm glad to see a balance update that's long overdue. But, as I do in every balance update, I still have to whine about some core issues that I feel needs to be changed before balance can be seriously looked at. Scias did mention them earlier. There are a few fundamental problems in this game.
Firstly, shared trees is a huge problem and really you should get rid of them, subclasses should not be sharing trees. The primary reason why we have useless spells that no one uses is because of shared trees. Certain spells you cannot adjust and make useful without making it OP on certain classes. By removing shared trees you can still have common spells but alter the duration, spell effect or damage output more effectively. Secondly, scaling is something that needs to be looked into, especially with mages. Fixed damage spells means that a level 37 mage with the same level 5 spells effectively is as powerful as a level 60 mage using that same spell. These spells should be scaling, and it would be nice if it scaled the damage output with the amount of int on the mage (The same could be done with heals). Thirdly, the current armour system needs to go. The more you "balance" with the current armour system the harder it will be to balance in the future. You are balancing damage output to an armour system that is pretty poor. Absolute damage reductions need to go! Effectively these balance updates are just temporary fixes, as come your next level cap raise, which I assume you will want to do to preserve the longevity of your game, it will all break again. tl;dr Core issues need to be addressed first. That's the end of my mandatory whine. Good job otherwise, but I do hope you have plans to address the root cause of your balance problems. |
08-12-2014, 09:34 PM | #209 | |
Banned
Join Date: Aug 2011
Posts: 4,089
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Quote:
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08-12-2014, 09:36 PM | #210 | |
Master
Join Date: Aug 2007
Posts: 303
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Quote:
advantages of Sudden Strike compared to Adaptibility:
disadvantages
some values from my test, on my lvl 50 hunter with a fast short bow on Savage Ignean Orcs:
IMHO NGD should either buff Adaptibility a bit or make SS a bit worse.
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