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Old 09-14-2011, 06:57 PM   #11
AariEv
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I actually consider this a good step if there's more to come.

I only hope that giving confuse to hunters only isn't the big plan on balancing hunters with the rest of the classes. As many people have said on various topics in the forums, the class needs some modifications. In my opinion, no class should have to rely on one spell to perform effectively and that's exactly what confuse will be to hunters in my eyes: a required spell that must be skilled for or the hunter will fail in pvp (if it's not this way already which it probably is).

Base Damage in my opinion also needs a slight reduction...
But, how much exactly do you plan to reduce dizzy/knock down durations? Is it by a formula consistent across all spells or will you modify specific spells to your liking?

kind regards
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Old 09-14-2011, 06:57 PM   #12
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Quote:
Originally Posted by Zas_ View Post
you give them a nice passive skill instead, giving more concentration (more crits) and more dexterity (more damage), so it is in fact a possible increase of marx damages...
lolwut?

a nice passive skill? Yes, because +5dex(10damage with slow bow) is such a nice passive. As if any smart person will even skill it for anything other then grind.

Just another dumb spell (which never should have been added in the first place) to not be used.

Nice job
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Old 09-14-2011, 07:05 PM   #13
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My idea:

Make marksman BoW range 30, so lock would have any chance to counter it with meteor in the open.
Remove sotw for marksman not confuse, marksman don't have to confuse you if he can BoW you anyway..
Argument for removing sotw from marks is that this class is meant to be range based. So loosing range advantage should be dangerous for marksman.
And now what? Marksman can stand face to face with lock on sotw keep hitting normals on him and guess what? If sotw ends and situation will become bad he also have Low Profile.. what the hell, I'm asking.
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Old 09-14-2011, 07:25 PM   #14
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Quote:
Originally Posted by Pascher View Post
My idea:

Make marksman BoW range 30, so lock would have any chance to counter it with meteor in the open.
Remove sotw for marksman not confuse, marksman don't have to confuse you if he can BoW you anyway..
Argument for removing sotw from marks is that this class is meant to be range based. So loosing range advantage should be dangerous for marksman.
And now what? Marksman can stand face to face with lock on sotw keep hitting normals on him and guess what? If sotw ends and situation will become bad he also have Low Profile.. what the hell, I'm asking.
Dud i'd like to agree but there is hunter also who have no that much range
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Old 09-14-2011, 07:34 PM   #15
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I would like to add to heal pet the possibility to heal the pet without the need to select it though, even knowing pets still suck that would be an interesting feature.
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Old 09-14-2011, 07:35 PM   #16
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Quote:
Originally Posted by Pascher View Post
My idea:

Make marksman BoW range 30, so lock would have any chance to counter it with meteor in the open.
Remove sotw for marksman not confuse, marksman don't have to confuse you if he can BoW you anyway..
Argument for removing sotw from marks is that this class is meant to be range based. So loosing range advantage should be dangerous for marksman.
And now what? Marksman can stand face to face with lock on sotw keep hitting normals on him and guess what? If sotw ends and situation will become bad he also have Low Profile.. what the hell, I'm asking.
so after low profile what is he going to do?

The change you ask for is stupid. All it will do is turn every marks into a range 50 pussy kiting machine.
Not only that but you are saying, "I can't pwn marks as a lock so they should get everything nerfed"

If a marks has sotw taken away and BoW turned to 30 range, what happens when the lock resists the BoW or WS? Its impossible to stop a (good) locks chain when they get first dizzy in.

Your changes....
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Old 09-14-2011, 07:42 PM   #17
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Quote:
Originally Posted by Frosk View Post
Stage 2

Our intention is to improve the dynamic in PvP and RvR combat, eliminating the issue of players affected by these powers control of their characters for long periods. This causes a great deal of frustration, besides slowing the combat experience.
On the same note, and taking into account the adjustments to general damage in previous updates, the current duration of some CC skill combinations leaves the opponent no chance at all to fight back.

General:
  • Knock-Downs: The duration of this effect will be reduced.
  • Dizzy: The duration of this effect will be reduced.

Other control effects will be adjusted depending on the damage and/or secondary effect of each skill in particular.

Archers / Hunters:

The skill "Confuse" will be Hunter-exclusive, switching places with "Sentinel" from the "Scouting" discipline.
The range of the skill "Heal Pet" will be enhanced to 15 mts.
Hmm..
[x] Remove another option from my main class in trade for another boring passive (markx)
[x] Keep initial confuse problem strong

Im undecided about reducing knock and dizzy durations.
Over the last few months we get slowly but steady closer to situations where the main deciding factor is damage and numbers. The interaction might increase in frequency a bit but the dynamics decrease in quality alongside it.

How about reviewing excessive archer range? The intention to give more range for the loss of speed to archers had such a huge (and imho bad) impact on the whole RvR dynamics.

  • The threat radius of a group so much increased hurting dynamics hard - you have to commit to an attack/rush wayy earlier now before you even can spot a good moment or attempt to make up a some smart tactics.
  • It completely distorts balance problems, See Locks - range gap increased so greatly you got to change your playstyle completely (to an imho worse and less fun for both sides).
  • See barbs whose open field capabilities due to UM timings got screwed up quite alot ( also have to commit to a fight way before they can get a good timing for i.e. UM)

Please at least analyze and think about reviewing that range.
It would include:
  1. Reverting bows range to 20, 25, 30m
  2. Reverting Winter Stroke range to 30m
  3. Eventually revert Escapist to the old version where it could be used in close up situations to gain a speed boost, Intimidate on Barbs now should be enough of a counter to it (the escapist 40% speed increase was ~5s)
Thatd be my suggestion on getting back a bit of the more dynamic and speedy gameplay that got lost over the last few months.
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Fix the Marksman subclass: Suggestion

Last edited by _Enio_; 09-14-2011 at 11:36 PM. Reason: Thanks to Alenox who remind me on the correct old escapists +speed value.
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Old 09-14-2011, 07:51 PM   #18
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Quote:
Originally Posted by pauluzz View Post
General:

Knock-Downs: The duration of this effect will be reduced.
Dizzy: The duration of this effect will be reduced.

how much reduced? :]
I second this question.

[sarcasm on]How long is my kick(5) gonna be now?! What will I do if i can't kill my opponent b4 he gets up?! [sarcasm off]
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Old 09-14-2011, 07:56 PM   #19
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Why NGD WHY??????

Why the fk do you have to nerf every fking spells, skills why??

You already nerfed knocks range and now wanna nerf it even more by reducing their duration?? Why not delete completely the whole fking spell? As some of us already mentioned RO will turn into a dmg based game only, hack & slash, call it what you want, great.... No brain, no skills.

Same goes for dizzy, why do you think it needs any nerf?
You want players keep spaming their useless CC's all time?

On the other hand, IF it does need nerf why cant you just rework the shit loads of useless spells and make "counter" spells like dispel for every class?

We need more useful passives and nerfs can be avoided imho.
[Dizzy resist for warlocks--->marks BoW less op
Freeze resist for every class--->less whining in general cuz of freeze and marks spaming WS. *end of examples]
Would it mean more work? Im not sure about it. BUT WOULD BE FKING WORTH TO DO!

Just keep nerfing everything and RO will have even more useless spells and will turn into an even less brain required piece of junk. We're really close to that anyway



PS: Instead of reducing dmg, how about raising HP (again..) for everyone drastically?
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Old 09-14-2011, 07:57 PM   #20
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Quote:
Originally Posted by The_Krome_Dragon View Post
I second this question.

[sarcasm on]How long is my kick(5) gonna be now?! What will I do if i can't kill my opponent b4 he gets up?! [sarcasm off]
[sarcasm on] use RoTE it lasts 10 seconds [sarcasm off]
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