09-14-2011, 10:14 PM | #31 | ||
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09-14-2011, 10:31 PM | #32 | |
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"No hace falta balance, hacen falta manos". By Gestern. |
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09-14-2011, 10:49 PM | #33 |
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a knockdown time reduction is absolutely needed, but a dizzy reduction should be well planned together with a general nerf in CC duration like 15 sec stun or 30 sec slowdown. for example beast attack should be HEAVILY nerfed in duration, bringing the chance to 100%, but some other dizzy spells could only be decreased by 1 or 2 seconds
an improvement for heal pet is absolutely needed will be confuse reduced in duration? even only in hunters' hands, it's still a spell that totally disables 1 class and half (conju and knights) for 35 seconds |
09-14-2011, 11:33 PM | #34 | |
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2 - I know those steps quite well, i playd alot back then. Highest gameplay speed we had right after the introduction of strafing though, from there it got slowed down with every patch. More as didnt exactly make it more fast paced, gcd and lowered damage balanced that out. Anyway thats my experience. @Alenox, Thanks your right. im getting old :P Edited. |
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09-14-2011, 11:33 PM | #35 |
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I am actually surprised that people could complain so quickly and so readily on such vague information.
I make an assumption: NGD is still working on single target spells. Everything so far suggests this. So areas like sultar, typhoon, Howl etc. are off the table for now. With that said, NGD has not really said much more than we already knew. The question remains , how will dizzy and knocks be reduced and by how much? Will it still have scaling duration or static one? Some other way? They have not said. So it is a bit early to wind up the complaining machine until we actually know what they are going to do. Lastly, NGD has said they will continue the balance in a more orderly fashion and more timely too. Why are the complaints coming in when it is pretty sure that this is not the last iteration by a long shot. Damage will be addressed. Same goes for armour. Weapons too. Hit chance, miss and so on. I am on the side of reductions but even I don't know what they have planned exactly. I will not jump the gun and rather wait to see though. What is interesting is that they are trying this in an environment of a glut of points, especially power points. I still adhere to the fact that control via mana regeneration and scarcity of points will be a big factor in reining in runaway damage, armour and CC spells. I could be wrong. |
09-14-2011, 11:46 PM | #36 | |
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09-14-2011, 11:56 PM | #37 |
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I totally agree with last post quoted.. entirely.
And if it would be up to me to decide what to change in balance stage as for locks I would add 1 skill that gives warlock immunity to dizzy for 10s. It would be like barb um but only for dizzy which stops lock dps entirely (staff dps is a joke). That would gave more dynamics to game because marksman would never know when lock decides to put dizzy immune on. And he could not just open fight with dizzy so simple. 10s would give lock chance to hide or sth. Fight with different classes wouldn't change much. (hunter starts fights so lock can't expect it, barb and knight are close range so lock can't be sure when they decided to dizzy him, and lock vs lock.. idk) Last edited by Pascher; 09-15-2011 at 12:29 AM. |
09-15-2011, 12:04 AM | #38 | |
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I played a lot there, too, by the way, and yes, I know you did as well, but memory can fool you. I was surprised when I watched some old videos. It was slow. I mean, really slow.
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09-15-2011, 01:42 AM | #39 | |
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I don't see how this update has helped Hunters in any way. Distracting shot (Stun) has not been nerfed, but Confuse has been moved to Scouting. This basically means that combined with Ambush nerf, Hunters have very little reason to get Tricks levelled up now except for OP stun, and still have no good way to interrupt opponents with a low tricks build as I stated in another thread. I don't see why it is so hard to see that this class is completely broken and well, to not break it even more. From this point on I foresee every single Hunter fight being Confuse and Distracting shot spamming (if they even have it)... at least in the past they would have other options.
Heal pet won't be useful in war or PvP, pets don't live long enough or do enough damage for 500HP? (at level 5?) to be useful, so this is as grinding buff only. And to be honest, I would rather have the ability heal other Hunters' pets than just an increase in range. Please give the Hunter more support roles. Fix pets on fort doors, they stopped attacking doors after a while, making a Hunter completely useless there as well. And will anything ever be done about Conjurors? There's barely any left, and they keep leaving. Quote:
I don't understand why try to sugar coat it when some things have been needed as much as years ago but still aren't done. Last edited by Kitsunie; 09-15-2011 at 01:59 AM. |
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09-15-2011, 06:07 AM | #40 | |
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