07-16-2010, 12:13 PM | #141 | ||
Banned
Join Date: Dec 2006
Posts: 890
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I know
You called it almost useless, implying that you think it only worked if it would exploit lag, phantom swings and position bugs to keep you safe or that it now needs improvments to meet you standards of spell called Escapist. Quote:
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First of all i think it wrong assumption, I always had a good success chance on getting close enough to some with escapist when server condition were ok. Fixing these issues would make it work as used to, because these issues were not around when Escapist was introduced, hence no need to state if it was intended. |
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07-16-2010, 12:46 PM | #142 | |
Apprentice
Join Date: Aug 2008
Posts: 55
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Quote:
Second how about you view from the point of a warrior Archers can fight in range and in mele combat they have far more speed and all their CC can be used in bouth range and close fights + they have instant sanc and can lover deffence and take half of warriors hp befor he can even get close to them and warriors ALWAYS have to get in close range to cast CC ALWAYS have to get in close range to attack ALWAYS have to get a succse chain of CC to win ALWAYS have to use speed buffs to have a chance in fight vs range is that fair? |
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07-16-2010, 01:07 PM | #143 |
Master
Join Date: Mar 2009
Location: Peterborough ON
Posts: 597
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I agree with all the changes proposed, except for the Alsius getting teleport to efe area. I think that it is fair they have to run that far, because in exchange they have easy access to the secondary forts that are basically a guaranteed capture. And Alsius uses this advantage, they rarely go to samal, almost always meni, and id say they go to alga a bit more than herb. Anyway just my opinion.
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07-16-2010, 01:39 PM | #144 |
Count
Join Date: Nov 2008
Location: Trinidad and Tobago
Posts: 1,194
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This is quite a long thread and quite a task to read it all. For the most part I congratulate NGD for the fine effort that they made with this initial attempt to balance revisions. The discourse with the community is also quite good.
In my view NGD did listen to the community and took on board many of the weak areas mentioned by players. I always believed that they took them into consideration usually without actually acknowledging they did so. Presenting this information to the community is a bold step and one in the right direction. Now, I noticed that many of us have become excited by the proposed changes and rightfully so because it is long overdue. However, I am reminded that this is an initial attempt and that nothing is set in stone. Also, I am quite sure that NGD will code this in such a way as to make even more granular adjustments as they improve the code base. Because I believe this, I feel comforted that if any 'mistakes' are made they can be adjusted and reverted if needed. Balance is a difficult thing and perfect balance will never be achieved. I think we all know this. Also , balancing one thing may throw something else off so the pendulum will always be swinging one way or the other. My approach to the current update is this. Wait and see, test , and don't pre-empt what might or might not happen. That is what the teething test phase is for. I also intend to focus in on the current changes without really worrying about the next round, when we get there we get there. I have struggled through phantom blows, aura changes, reduced damage, combat system changes and I am still here. As such I am prepared to rally through any changes and the hiccups that will invariably come. NGD has ramped up delivery of promises this year and I am encouraged by that. Also encouraging is the renewed attempt to communicate with a sometimes tough crowd that this community is. I hope they keep it up and keep us in the loop to their changes. All in all I am satisfied with their current attempt and expect that the remainder of this year will bring many more balancing changes in armour, weapons, base damage, terrain, invasions, war zone structures, and spells. Good Luck NGD and may the will be with you to sustain the effort despite the challenges to come. Now I am off to Amun. Cheers Artec |
07-16-2010, 01:50 PM | #145 |
Banned
Join Date: Jun 2010
Location: Colombia
Posts: 74
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good ...
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07-16-2010, 02:05 PM | #146 | |
Marquis
Join Date: Aug 2007
Location: Germany
Posts: 1,843
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Quote:
Range 0 spells are not affected just normal hits. |
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07-16-2010, 02:26 PM | #147 | |
Apprentice
Join Date: Jan 2010
Posts: 79
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Quote:
__________________
Raely - Alsirian Barb of Horus |
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07-16-2010, 02:46 PM | #148 | |
Master
Join Date: Nov 2007
Location: Estacion espacial MIR
Posts: 264
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Quote:
In my test range was reducted by 15%. R30 -> R25 R25 -> R21 R20 -> R17 I made this tests whit another marks (Carpi), asking for his precise position in the map, and shooting normals from max range allowed.
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[CN]
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07-16-2010, 04:00 PM | #149 | |
Marquis
Join Date: Jul 2007
Location: England
Posts: 2,419
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Quote:
Being near Alga and having a teleport to Efe could make it considerably easier for Alsius to Invade Syrtis, so balance in that area depends where they put the teleport and where it sends user too.
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Faith 50 Barb Faithless 50 Lock
Umaril 45 Conju Kailas 45 Marks Pel 45 Knight |
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07-16-2010, 04:00 PM | #150 | |
Pledge
Join Date: Sep 2008
Location: italy
Posts: 27
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Quote:
btw what about the knight issue? will be solved only by armor improvements?
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cris knight lv 50
ITA |
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