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Old 08-27-2010, 12:07 AM   #41
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Originally Posted by chilko View Post
[*]Winter Stroke: increased range to 35m.
I like this ^^^

DEmoniac rage description say "the pet is overcome...."
Well i think is kind of sad imps and zombies can attack one single target and then being stoped around the conju.
The effect time is that worried me about imps and zombies, if you cast and target start ruining they will vanish even without a hit, maybe if you put some range and make then summon around the target instead of around the conju.

Last edited by Gallus; 08-27-2010 at 12:35 AM.
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Old 08-27-2010, 12:23 AM   #42
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I must say that is almost perfect this stage, hopefully caba skills is infinite both instances, the presence of a will only for moments of life and death D:
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Old 08-27-2010, 12:29 AM   #43
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Originally Posted by Gallus View Post
I like this ^^^
GREAT - now people will use it horribly...from further away XD
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Old 08-27-2010, 12:31 AM   #44
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Chilko...

question.

Does NGD plan to turn attention over to the hunter's pet tree? Currently they are quite useless on live server and even more on amun. At this point there is really no incentive for a hunter to have a pet.
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Old 08-27-2010, 12:35 AM   #45
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Originally Posted by Compost View Post
At this point there is really no incentive for a hunter to have a pet.
I iz happy!
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Old 08-27-2010, 12:41 AM   #46
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Originally Posted by Ulti19 View Post
A knight can finally have huge defense passively in a way. But not in a bad way because with this defense comes a 90% drop in attack power which balances it out.
Wll its not 90% drop of whole damage, it only drops the gear part down to 10%, im not quite sure if thats intended though as you can easily fight all time with defstance vs an archer while doing 150s vs 250s without defstance.
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Fix the Marksman subclass: Suggestion

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Old 08-27-2010, 01:22 AM   #47
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I'd suggest removing the pet tree & creating a "Beast Master" tree

Allow Hunters to gain the ability to "Summon" ferrets - wolves - lions on a target (like Conjurers goblin/zombie summon attacks)

Allow the Hunter to Aggravate a Mob on a enemy

Allow the hunter to "Summon" a Wolf/Orc/Goblin (they will live until the hunter dismisses them or something kills them)

Give Hunters a Mass Area that summons 5/10 mobs that will attack until they are killed

Other Things

Protect Ally (Pet Bar) if theres a pet protecting a ally the pet will take the damage until he is killed

Keep Skin of the Beast & make it a 10 duration - 50 cooldown (Lower Protection to 50% on 5)

HP Passive for Pet

Bandage Ally (Heals minor wounds on a Ally in range)

Hunters are suppose to be the support class for archers so give them the ability to support - I also think of hunters as being able to talk to Nature & Animals so give them spells that reflect that..
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Last edited by Klutu; 08-27-2010 at 01:33 AM.
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Old 08-27-2010, 01:32 AM   #48
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Quote:
Originally Posted by chilko View Post
[*]Unstoppable Madness: Duration reduced to 10 seconds in all levels. New resistance added: cannot attack.
Resistance levels adjusted to 40% to 90% from level 1 to 5. Maná reduced to 220-300. Cooldown reduced to 40 seconds.
I barely have words for how much I dislike this.
When we are warring at forts with all these 6 second, 20 second, and 10 second buffs when are we supposed to find time for actual fighting between buffing?
wth are you thinking?
Buffnum Online! The best buffing action around!
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Old 08-27-2010, 01:45 AM   #49
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Quote:
Originally Posted by chilko View Post
  • POSSIBLE BUG FIX: A couple of bugs fixes on the network code (thanks Enio for the video. please test again to see if we nailed these ones)
I didnt see any more stuck animations, however the not facing enemy while having it in my front seems to happen even more now. Had it happen alot on kicked targets, ambushed targets aswell as on chasing someone while i had more speed.

I see you removed the circle safe zone around the Player where you could hit a target no matter what direction you been facing.

Any special reason for this? Maybe reintroducing this, at least to some extend (like 0.5m), would fix the issues.

Its not needed to give it more range because of this, just the facing seems to be messed up without it.




Edit: someone just noticed me that the party screen mana now updates way faster! Really really nice! You couldve mentioned that in the changelog, i consider this a huge buff, actually making parties really really useful
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Fix the Marksman subclass: Suggestion

Last edited by _Enio_; 08-27-2010 at 03:50 AM.
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Old 08-27-2010, 02:30 AM   #50
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Quote:
Originally Posted by Kaliek View Post
I barely have words for how much I dislike this.
When we are warring at forts with all these 6 second, 20 second, and 10 second buffs when are we supposed to find time for actual fighting between buffing?
wth are you thinking?
Buffnum Online! The best buffing action around!
+1, barbs have been complaining and complaining about the massive buffing required to play barb, and what does NGD do? introduce more buff gameplay, we are forced to play in 6-10 second windows and waiting for cool downs... this is not fun at all.. there are many good ideas, for example... why not just greatly increase str... and greatly reduce buffs... what is the problem in this? barbs are supposed to be very reliant on strength, yet strength has become the absolute most useless stat in the game (arguably dex/conc, but those have multiple uses in combat, str has only 1).
Please NGD, re-think this new image you have for barbs and look at what your players want...

glulose
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