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Old 04-20-2008, 08:40 PM   #161
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Quote:
Originally Posted by Gravat
I would be fine with SotW if it lived up to it's description. I'd want the evasion only to apply when moving, and perhaps there would be a second or so of a warm up period when you start moving.
So it would work like Dodge or Escape from Guild wars:

Dodge:
The caster runs 33% faster for (Blah,blah,blah) seconds and has 46% chance to dodge all incoming projectiles

Escape:
The caster runs 33% faster for (Blah,blah,blah) seconds and has a 46% chance to dodge all incoming attacks
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Old 04-20-2008, 08:57 PM   #162
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Quote:
Originally Posted by Rated_R_Edge
So it would work like Dodge or Escape from Guild wars:

Dodge:
The caster runs 33% faster for (Blah,blah,blah) seconds and has 46% chance to dodge all incoming projectiles

Escape:
The caster runs 33% faster for (Blah,blah,blah) seconds and has a 46% chance to dodge all incoming attacks
Never played Guild Wars, but they stole my bloody idea somehow, and before I'd thought of it

But yea like that.
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Old 04-21-2008, 12:26 AM   #163
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sad to see a good player cry like a little girl because he can't win every fight.
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Last edited by ljwolfe; 04-21-2008 at 02:22 AM.
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Old 04-21-2008, 01:13 AM   #164
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haha needing the extra 15% speed boost, well just remove the evasion part from sotw and turn down mana then you have the 15% speed still haha. mobility anyone?
*cough* anyway on a more serious note, nerf evasion/resist/block rates thx then damage reduction won't mean shit as you would need skills to overcome your opponent.

I don't think moving should increase evasion chances if it doesn't decrease hit chances, the problem is there's not really any downside effect of having a superman defense (apart from evasive tactics, but then again it gives more armor)
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Old 04-21-2008, 03:46 AM   #165
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Quote:
Originally Posted by Angelwinged_Devil
haha needing the extra 15% speed boost, well just remove the evasion part from sotw and turn down mana then you have the 15% speed still haha. mobility anyone?
*cough* anyway on a more serious note, nerf evasion/resist/block rates thx then damage reduction won't mean shit as you would need skills to overcome your opponent.

I don't think moving should increase evasion chances if it doesn't decrease hit chances, the problem is there's not really any downside effect of having a superman defense (apart from evasive tactics, but then again it gives more armor)
Which is why I think the evasion should not be there when you aren't moving, so if you use it to attack, you can be punished for it.
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Old 04-21-2008, 07:30 AM   #166
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Quote:
Originally Posted by Gravat
Which is why I think the evasion should not be there when you aren't moving, so if you use it to attack, you can be punished for it.
so no extra evasion for moving? Hm I don't think that's kinda fair unless you're able to do spell/power casting while moving too then
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Old 04-21-2008, 07:47 AM   #167
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Quote:
Originally Posted by 210paul
was talking about the marksman winging about hitting low on knights...
He was a hunter hitting lower on marksmen, an OFFENSIVE class...

Nobody whines about hitting low on knights. La Intocable is a lvl 50 Alsius Marksman.

Quote:
Originally Posted by Valorius
If one does want to make Invis a truly offensive spell then i would suggest leaving cast time unchanged for camo, making it impossible to cast it while under SOTW, reducing mana cost and cooldown, and giving it a huge offensive attack 1st hit bonus like onslaught gives.
Yep, right now it's only good for getting the advantage of landing the first hit. A ~100 dmg first hit.
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Old 04-21-2008, 07:54 AM   #168
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like no? It will result in more lameness from hunters. There should be penalties like not being able to cast it if you're targeted.
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Old 04-21-2008, 08:11 AM   #169
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Quote:
Originally Posted by Angelwinged_Devil
like no? It will result in more lameness from hunters. There should be penalties like not being able to cast it if you're targeted.
I have nothing wrong with that.

I even suggested that if any realm enemies (visible or not) came within a set distance the spell would be interrupted or unable to be cast.
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Old 04-21-2008, 08:14 AM   #170
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Quote:
Originally Posted by Necrovarus
I have nothing wrong with that.

I even suggested that if any realm enemies (visible or not) came within a set distance the spell would be interrupted or unable to be cast.
yep, the thing is, I don't know if some people will keep hunters targeted under fort wars making them unable to cast camo and will encourage more to go solohunting than fighting in war
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