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Old 08-18-2010, 07:31 PM   #1
chilko
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Default New Balance Update: more adjustments and a new spell (phase 7)

Hello everyone

We have made some more adjustments to the numbers behind hit chance and evasion. Same chances as before, but using clearer multipliers.
Base blocking chance of all shields have been halved to provide the same results as in RA but using the new formulas.

Protections are going to be adjusted in general considering the armor increase, especially for mages.

Spell Changes:
  • Force armor: duration increased to 60 seconds Cooldown increased to 70s. Protection reduced to 10-30%
  • Precise block: Same duration for all levels (30s). Block chance adjusted 10%-30% from level 1 to 5.
  • Dead Eye: speed penalty reduced to 5%- 15% from level 1 to 5.
  • Steel Skin: Resistance Bonus reduced to 50%-70% from level 1 to 5
  • Heroic Presence: Cooldown reduced to 120 seconds. Cast time reduced to 1.5 seconds. Protection reduced 40% - 80% from level 1 to 5. Mana reduced to 320 – 400 from level 1 to 5.
  • Army of One: changed for a more tactical use. Duration Reduced to 10 seconds in all levels. Cooldown reduced to 30 seconds. Casting time reduced to 0.5 seconds. Mana reduced in all levels to 320 to 400 from levels 1 to 5. (try using a combination of awareness and rigorous preparation for better tanking)
  • Natural Armor: Protection reduced to 10% to 30%.
  • New Spell for hunters: Reveal Enemy. Allows a Hunter to interrupt the effect of camouflage, Stalker Surroundings , and camouflage corps. Duration 15-50 seconds. Cooldown 20 seconds. Mana 200-300.
  • Enhanced Stalker Surroundings: Now caster and his allies can move with a reduced speed of 40%. Allies loose the effect if they get 10 meters away from caser for a period of 5 seconds.
  • BUG fix: a bug with Recharged Arrows when running out of mana has been fixed.
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Old 08-18-2010, 07:39 PM   #2
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Originally Posted by chilko View Post
BUG fix: a bug with Recharged Arrows when running out of mana has been fixed.
Confirmed, thank you.
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Fix the Marksman subclass: Suggestion
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Old 08-18-2010, 07:43 PM   #3
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Originally Posted by chilko View Post
[*]Enhanced Stalker Surroundings: Now caster and his allies can move with a reduced speed of 40%. Allies loose the effect if they get 10 meters away from caser for a period of 5 seconds.[/LIST]
Thank You for that. I hope that all players under stalker will be visible for other party members cause if they will remain invisible for others under stalker then it will be hard to coordinate the movement.
Anyway it is good that this Nessa suggestion was taken serious.
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<DkySven> the big problem with balance discussions on the Regnum forum is that a lot of people just suck at playing their class
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Old 08-18-2010, 07:43 PM   #4
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Originally Posted by chilko View Post
Hello everyone


Spell Changes:

[*]Army of One: changed for a more tactical use. Duration Reduced to 10 seconds in all levels. Cooldown reduced to 30 seconds. Casting time reduced to 0.5 seconds. Mana reduced in all levels to 320 to 400 from levels 1 to 5. (try using a combination of awareness and rigorous preparation for better tanking)
.[/COLOR][/LIST]
I'm really astonished at this change. I beg you not to implement this change. 10 seconds is worthless, i assure you. Please do not do this to the knight class. You took away 40 seconds. For 10 seconds I will be ignored now because my enemy will know, "oh it's a knight just wait a few he will become worthless in a sec." Now you don't even need ms to beat a knight just one strong knock or balestra. Please, please do not do this. If this passes through I assure you I will never play my knight again because I know that in another 4 months perhaps ao1 will be completely taken away and I will be given a stick to fight with (this is how I view this change, sorry for some disrespect but this is a low blow for a class I love to play)

Why didn't you implement Umaril's idea for army of one instead of this? His was much more tactical for a knight though a tad op, but this is making the spell completely useless. And on top of that protector is gone.

I understand this change is preliminary but I voice my opinion because I do not want this action to be even thought of being ok.
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Last edited by Ulti19; 08-18-2010 at 08:51 PM. Reason: typo
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Old 08-18-2010, 07:48 PM   #5
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Quote:
Originally Posted by chilko View Post
[*]1)Army of One: changed for a more tactical use. Duration Reduced to 10 seconds in all levels. Cooldown reduced to 30 seconds. Casting time reduced to 0.5 seconds. Mana reduced in all levels to 320 to 400 from levels 1 to 5. (try using a combination of awareness and rigorous preparation for better tanking)
[*]2)New Spell for hunters: Reveal Enemy. Allows a Hunter to interrupt the effect of camouflage, Stalker Surroundings , and camouflage corps. Duration 15-50 seconds. Cooldown 20 seconds. Mana 200-300.
[*]3)Enhanced Stalker Surroundings: Now caster and his allies can move with a reduced speed of 40%. Allies loose the effect if they get 10 meters away from caser for a period of 5 seconds.[/LIST]
1) wow, you made Ao1 USELESS. PLEASE CHANGE THIS!!! the two other skills you mentioned for this are as far as i can tell, useless.

2) i like this spell, although i think the mana cost is too much

3) also i like what u did with stalker.
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Old 08-18-2010, 07:48 PM   #6
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You should try this first Ulti, with 40s of Ao1 you been ignored and just ms'd way more than it will be now as you have it evry 30s ready again and the short cast time allows you to use it more situational than before.
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Old 08-18-2010, 07:49 PM   #7
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Originally Posted by Ulti19 View Post
I'm really astonished at this change. I beg you not to implement this change. 10 seconds is worthless, i assure you. Please do not do this to the knight class. You took away 40 seconds. For 10 seconds I will be ignored now because my enemy will know, "oh it's a knght just wait a few he will become worthless in a sec." Now you don't even need ms to beat a knight just one strong knock or balestra. Please, please do not do this. If this passes through I assure you I will never play my knight again because I know that in another 4 months perhaps ao1 will be completely taken away and I will be given a stick to fight with (this is how I view this change, sorry for some disrespect but this is a low blow for a class I love to play)

Why didn't you implement Umaril's idea for army of one instead of this? His was much more tactical for a knight though a tad op, but this is making the spell completely useless. And on top of that protector is gone.

I understand this change is preliminary but I voice my opinion because I do not want this action to be even thought of being ok.
AO1 is so OP that the other protection and blocking spells are not used at ALL...

please try combining those spells not relying on just one OP spell
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Old 08-18-2010, 07:51 PM   #8
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Originally Posted by fluffy_muffin View Post
Nessa suggestion was taken serious.
we've been debating about doing this since the first iteration of Stalker.
I don't even know who Nessa is, but congratulations Nessa!
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Old 08-18-2010, 07:52 PM   #9
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AO1 is so OP that the other protection and blocking spells are not used at ALL...

please try combining those spells not relying on just one OP spell
If you knew me at all you would know I don't rely on only one spell. I am just saying that you are clearly nerfing it by a great deal. And no ms doesn't always undo my ao1, many times it is blocked or resisted or ms doesn't pass through. 10 seconds is far too short even with the new duration of cd. You realise now if a barbarian uses kick 4 on me after I use ao1 it is basically done with, or any range can winter stroke me and I debuff. this is a horrible idea in my opinion.

And chilko, good knights used to use protector and defensive stance and caution and tank well, this option is now gone for us. Taking away army of one basically is what this update will do makes things much worse.

Also the spell was not op at all, plenty of ways a smart player could stop you by outwaiting the 50 sec which took some skill, now no skill will be involved to outlast ao1. Ms, balestra, feint, kick, dlimb and run around abit, plenty of ways to counter. Now just use spring 4 and run for 10 sec. Please rethink this idea.
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Old 08-18-2010, 07:55 PM   #10
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10sec defence buffs are almost entirely pointless, as Ulti said, people will simply ignore the knight or put him under 1 CC then moving on taking over half its duration. A simple ambush would leave 3 seconds(!!!) of use for army assuming that the hunter hits the knight as soon as its cast.

10sec auras are ok because, well, you cant CC everyone, but for a self buff? I can say both in war and in 1on1 keeping a knight off you for 10 seconds is very easy, even the current ao1 in 1v1 I have no real issues running a knight around for 50sec untill it wears off, 10 is a walk in the park.

And 400 mana for a spell that can be ignored to easily? A mere 100 mana cut in exchange for 40 of the spells duration?

I have yet to try tanking with a rigprep-awareness combo but unless they changed from the liver server versions without me noticing (havent loaded this variation of Amun yet, doing other things) I cant see how that works, 30 sec duration (each) 4 sec cast time (each) so thats 8-9 seconds and over 500 mana to buff these, which basically just give you a slightly better evade chance. Not very reliable, and not very 'knightly.'

Many knights use the other defence spells (caution etc) but, they are not that great, infact they all pale in comparison to Acrobatic (a archer spell!!) and most are not as good as frenzy (a barb spell!!) Ao1 is the last ditch knights have at true 'tanking' this new version is a heavy nerf, no matter how short the CD the mana cost kills it 400 mana every 30 seconds is silly. Without heavy support no knight will be able to use this more than twice in a row, and even then thats with very limited use of other buffs auras and spells.

Knights are the probably the class that most needs to come out of this update better than before, and though grinding is improved and more wep speeds are now usefull, I still think this will end up worse off.
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