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Old 05-21-2009, 10:16 AM   #61
DkySven
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It looks like knights still block quite a lot, but in order to do so they'll need both Block(5) and Precise Block(5), so it became harder.
Edit: just tested, hitchange is decent counter against block change, you'll only need a lot of it. With 847 hit change vs 128(the max a knight can have) blocks will be 1/10 of the hits.
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Old 05-21-2009, 10:27 AM   #62
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omg O.o

the changelog again proves that NGD doesnt (seriously) play their own game. Its filled with WTFs. *facepalm*

The 20% speed increase is an obvious WTF but i personally like this one the most:
90° auras shining out of the knights ass

i hope theres a proper animation for this.
looking forward towards the knights doing "barrel rolls" while the enemy charges
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Old 05-21-2009, 10:30 AM   #63
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Just pvped Ulmanyar with a duel banner(it's annoying that your buffs are dispelled, but still on cooldown) and I still blocked like crazy.
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Old 05-21-2009, 10:32 AM   #64
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Quote:
Originally Posted by Nightchill View Post
lolol... new mana communion isn't even a good source of mana for conjus, let alone other people. on L5 it gives 900 mana and costs ~550 haha... this update gets better and better. i'd take l3 amb sacrifice over l5 mc lol... i can have double amount of mana in same time. ftw ngd
You use MC for yourself? Its still mana to anyone in radius. Either way its an uneeded nerf, just another way to give those hard working Conjurer's even less RP
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Originally Posted by NightTwix View Post
90° auras shining out of the knights ass
Can someone enlighten me why its 90° behind the knight? How does someone block something from behind?

Then again, this is after all the same scenario where knights can block while knocked down on their backs. How did I miss that.

Last edited by -Edge-; 05-21-2009 at 10:44 AM.
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Old 05-21-2009, 10:46 AM   #65
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Quote:
Originally Posted by -Edge- View Post
Can someone enlighten me why its 90° behind the knight? How does someone block something from behind?
Hu? For me it makes sense that the once to protect should stand behind the knight and not in front of him......
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Old 05-21-2009, 10:56 AM   #66
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Originally Posted by Akoran View Post
Hu? For me it makes sense that the once to protect should stand behind the knight and not in front of him......
So thats how it works then? I thought it meant knights would be blocking things now only from behind, as if they were to be running.

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Originally Posted by Znurre View Post
In what way does that improve balance, enlighten me please.
The only thing that this will cause - is that people won't give a shit about using Ribs Breaker, since it sucks so bad now.

Now Ribs Breaker has no use that Balestra can't fill, and skilling up a tree to lvl 5 isn't a big sacrifice.
Exactly, what is the point of leveling the Blunt category anymore if it wasn't for the few useful skills it still has? All I see with each update are changes into other trees, and Typhoon now does what the old Thunder Strike did? It was already the biggest damage dealing area, now it has knockdown too, whoopee! Why make another identical area? Seeing as how Balestra is ranged why does it have longer duration over Rib Breaker? Imo Rib Breaker should be way over it in duration, or at least damage, but instead we get the classic opposite solution.

And why did NGD reduce casting time for broken skills like Martial Reflexes and Impale?
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Old 05-21-2009, 10:59 AM   #67
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Quote:
Originally Posted by -Edge- View Post
You use MC for yourself? Its still mana to anyone in radius. Either way its an uneeded nerf, just another way to give those hard working Conjurer's even less RP

Can someone enlighten me why its 90° behind the knight? How does someone block something from behind?
Use brain those auras are for ally not for caster. Where conj should stand in formation? in front of knight or behind him?
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Old 05-21-2009, 11:00 AM   #68
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The thing that bugs me more is that you change lots of the gameplay and we all have to relearn all the characters we have.

- Auras for knight are going to be hard to play without a nice support conju on the knight.
- Warriors rushing are gonna be harder to stop: speed + nerf of winter stroke (which means less people will skill it).
- Defense against Sultar's terror is going to be harder (no more blocking thanks to knight around).
- I believe conju won't skill mana communion for +15 mana at level 5. Mana comm was a sacrifice in support conju setup, nice it won't be now.

This is what I think will happen. Maybe it's what you want for the game, then it's ok.

For less specific argument: I don't think one should try to reduce range of marksman: it's what they are supposed to be good at). And how people are supposed to deal with warlock in 1vs1 situation if they can't ever cancel a spell ?
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Old 05-21-2009, 11:42 AM   #69
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This thing with mana comunion is SHIT.
All I have to say.
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Old 05-21-2009, 12:08 PM   #70
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Quote:
Originally Posted by _dracus_ View Post
The thing that bugs me more is that you change lots of the gameplay and we all have to relearn all the characters we have.

- Auras for knight are going to be hard to play without a nice support conju on the knight.
- Warriors rushing are gonna be harder to stop: speed + nerf of winter stroke (which means less people will skill it).
- Defense against Sultar's terror is going to be harder (no more blocking thanks to knight around).
- I believe conju won't skill mana communion for +15 mana at level 5. Mana comm was a sacrifice in support conju setup, nice it won't be now.

This is what I think will happen. Maybe it's what you want for the game, then it's ok.

For less specific argument: I don't think one should try to reduce range of marksman: it's what they are supposed to be good at). And how people are supposed to deal with warlock in 1vs1 situation if they can't ever cancel a spell ?
I agree with all of this. Sultar's Terror will now be more difficult to avoid.

And what happens when a knight has to turn around because someone ran past them to attack the conjurer behind him? Does that mean the entire army loses the effect of the aura?
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