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Old 08-08-2014, 02:44 PM   #41
NotScias
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Even if I'm not playing this since quite some time I keep an eye on what used to be my favorite time wasting activity.

Most of the changes are quite long due and welcomed, I particularly appreciate the CC duration reduction, the revival of useless spells (Mass Rez, Splinter wall...) and the reduction of barb tankiness (as they should NOT be tanks), so it's definately a big step in the right direction.

However I still think it's far from enough, especially on the Mage side.
Mages and especially Warlocks suffer a lack of direct damage since the lv60 level cap and little has been done to address that. I still believe they need scalability like amplified spell damage from +Int stat or more spell levels (like 7-8). Also while CC durations have been reduced, the casting times are still a painful chore leaving mages still as clunky to play and more vulnerable as they ever were.

Absolute armor reduction is also something that should die a horrible death because it just amplifies imbalances between gear quality, character levels and so on...

So yeah, while I think it's a good step in the right direction, I'm sad to see that it's just superficial balancing and not fixing the root issues once and for all like armor reduction, resist/evade system and spell scalability. It's also sad to see some spells and trees like Staff Mastery just had slight changes while they needed complete revamps.

In fine we just have the same old boring and broken combat system and spells, just with slight temporary changes that will need rebalance in x months/years, rather than fixing the roots, get new innovative and original spells, and another combat system that doesn't have to heavily rely on resists/evades.

Still not a good reason to come back but I still keep an eye on the next balance updates.
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Old 08-08-2014, 02:59 PM   #42
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Originally Posted by schachteana View Post
Thanks!
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Old 08-08-2014, 03:30 PM   #43
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Originally Posted by Adrian View Post
We added the command -reset_powers in Amun. You have to have 600 gold at least to use it, because we didn't want to mess with the functionality so it stayed like that

Also, the changelog has this line missing:

- Fixed: Super Bosses in the War Zone (Thorkul, Evendim, Daen-Rha) are now level 60 and also drop items for players of this level.
Drops Level 55
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Old 08-08-2014, 03:37 PM   #44
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Originally Posted by Madrio Avertion View Post
Drops Level 55
ala stuff is lv 55 too and ppl use it..
how else is NGD going to get people to gamble for legendary stuff?

Im very happy with the change, finally lv 60 toons can get gold again <3
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Old 08-08-2014, 06:24 PM   #45
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Why are you killing fulminating expansive wave? No one on Haven I have seen even does this. One of the coolest barb moves gets destroyed.

It's friggin idiotic to just remove everything you see as OP. It's going to be a game of knights and conjus now literally hitting each other with nerf toys.

This is the future of RO gameplay...


NGD, how is a barb without boss jewelry supposed to kill a skilled knight now? Do you get your ideas for balance from people that actually play the game?

Last edited by Adrian; 08-08-2014 at 06:49 PM. Reason: Removed image
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Old 08-08-2014, 06:48 PM   #46
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Originally Posted by xayne View Post
Why are you killing fulminating expansive wave? No one on Haven I have seen even does this. One of the coolest barb moves gets destroyed.
yes, true. even worse that you won't be able to use it with fulminating. I don't think this was necessary. Barbs AoE dmg was quite balanced, I'd say.

Quote:
Originally Posted by xayne View Post
It's friggin idiotic to just remove everything you see as OP.
No, that's exactly the right way. Plus, they aren't removing anything, they are adjusting it and trying to make other spells equally useful.
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It's going to be a game of knights and conjus now literally hitting each other with nerf toys.
why would you say that. barbs still deal a whole LOT of damage, their defense just got decreased which is the right thing to do

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Originally Posted by xayne View Post
NGD, how is a barb without boss jewelry supposed to kill a skilled knight now?
Idk, maybe with their 2k norm hits.
Even if they can't - duels have never been balanced, this game is oriented on RvR.
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Old 08-08-2014, 07:07 PM   #47
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Originally Posted by schachteana View Post
yes, true. even worse that you won't be able to use it with fulminating. I don't think this was necessary. Barbs AoE dmg was quite balanced, I'd say.
Not exactly, the new buffed up areas are very decent. I think they made that change in regards to this, not how old AoEs of barb were.
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Idk, maybe with their 2k norm hits.
Timing. (you can forget 2k norms from normal geared barbs from here on)
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Old 08-08-2014, 10:26 PM   #48
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Idk, maybe with their 2k norm hits.
Even if they can't - duels have never been balanced, this game is oriented on RvR.
So the knight will stand there in offensive stance with no army of one during the few seconds I am in fulm madness? I did say 'skilled knight.' Hell they don't even need to be all that skilled. I think knights with a pulse know when to block.

After that awesome shot in madness it's over with knights two knocks and constant defensive support.
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Old 08-08-2014, 10:43 PM   #49
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Barbarian will no longer kill knight 1v1 lol.
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Old 08-08-2014, 11:06 PM   #50
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Originally Posted by Hollow-Ichigo View Post
Barbarian will no longer kill knight 1v1 lol.
kick and feint both 6sec duration and 30sec cd. There will be no way to properly chain-CC anymore, so knights will be wrecked even harder by barbs from now.
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