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Old 08-12-2014, 07:38 PM   #201
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pls, as you raised Daen Evendim and thorkul to lvl 60, make them drop 2 items per kill again, ty!
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Old 08-12-2014, 08:12 PM   #202
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Adrian pls.
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Old 08-12-2014, 08:19 PM   #203
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Version 1.10.9 - Changelog August 12th 2014

Gameplay - World Map
- Modified: Eferias and Imperia altars of resurrection relocated a few meters away from the road.
- Modified: Added Save Guards to Castle Altars of Resurrections.

Gameplay - Combat
- Modified: Son of the Wind and Escapist can't be stacked.
Mass Resurrection should not affect the living anymore. It may show up as being casted upon, but without granting health or Sanctuary effect.

Gameplay - Balance Tweaks

Mage
- Mana Ignition: Cooldown increased to 50 secs.
- Fire Magnification: Damage bonus 5-15-25-35-45 from levels 1 to 5.
- Ice Magnification: Damage bonus 5-15-25-35-45 from levels 1 to 5.
- Lightning Magnification: Damage bonus 5-15-25-35-45 from levels 1 to 5.
- Pricking Ivy: Duration: 3-4-5-6-7 from levels 1 to 5. Cast time: 1 sec. Cooldown: 30 secs.
- Silence: Duration: 3-4-5-6-7 from levels 1 to 5. Mana Cost: 150-175-200-225-250. Cast time: 1 sec
- Will Domain: Cast time reduced to 0.5 secs


Conjurer
- Heal Ally: HP granted raised to 200-350-500-650-800 from levels 1 to 5. Range increased to 25.
- Regenerate Ally: HP granted raised to 15-26-37-48-60 from levels 1 to 5. Range increased to 25.
- Steel Skin: Changes WILL BE REVERTED. This skill will not avoid players from using damage skills. READ THE NOTES AT THE END OF THE POST.
- Mind Blank: -80% Damage reduction. This effect has been added to allow conjurers to continue using damage cc's to assist players in trouble.

Warlock
- Darkness: Cooldown reduced to 50 secs.
- Freeze: Duration: 3-4-5-6-7 from levels 1 to 5. Mana Cost: 100-130-160-190-220. Cooldown: 30 secs.
- Meteorite: Duration: 3-4-5-6-7 from levels 1 to 5

Archer
- Escapist: Evasion bonus removed. Added Absolute Evasion Chance. Duration reduced to 3-4-5-6-8 from levels 1 to 5. Mana Cost: 120-150-185-215-250 from levels 1 to 5.
- Son of the Wind: Spell Resistance bonus removed. Added Absolute Spell Resistance Chance.
Distraction Shot: Duration increased to 5-6-7-8-10 from levels 1 to 5. Mana Cost: 75-100-125-150-175 from levels 1 to 5. Cooldown: 50 secs.
Grounding Arrow: Duration increased to 4 seconds. Mana Cost: 95-120-145-170-195 from levels 1 to 5. Cast time: 0.5 secs

Hunter
- Stalker Surroundings: Changes reverted. The ideas proposed were interesting, but it could lead to several unfair situations when coordinating the skill with a group of hunters while group hunting (or ganking grinders).

Marksman
- Strategic Position: Added 10% Movement Speed malus.
- Recharged Arrows: Mana Cost per arrow reduced to 20-25-30-35-40 from levels 1 to 5. Health Cost per arrow reduced to 10-15-20-25-30 from levels 1 to 5.
- Lightning Arrow: Cast time reduced to 1 second. Mana Cost: 260-290-320-350-380
- Winter Stroke: Duration: 3-4-5-6-7 from levels 1 to 5. Cast time: 0.5 secs

Warrior
- Caution: Changes have been reverted.
- Balestra: Duration: 2-3-4-5-6 from levels 1 to 5. Cooldown 40 secs.
- Back Slam: Duration: 3-4-5-6-7 from levels 1 to 5.
- Kick: Cooldown increased to 35 secs.

Knight
- Shield Bash: Duration: 3-4-5-6-7 from levels 1 to 5. Mana Cost: 110-135-160-175-190. Cooldown: 45 secs.
- Feint: Cooldown increased to 35 secs.


Barbarian
- Deafening Roar: Cast time: 0.5 secs
- Beast Attack: Duration: 3-4-5-6-7 from levels 1 to 5.
- Howl: Duration: 3-4-5-6-7 from levels 1 to 5.

---

NOTES:

1- Steel Skin hasn't been updated yet, although the changes described here are the ones we want to make.
2- Lightning Arrow still has its old Cast Time.
3- Pricking Ivy still has its old Cast Time.
4- Save Guards in both Imperia and Eferias may have to be changed, as they may be annoying when taking out a Relic and having to move close to the Save.
5- Mind Blank Mana Cost and Cooldown (195 secs) is NOT final. IGNORE that value.

IMPORTANT: These changes are NOT final. They're bound to be modified as we receive feedback from you during this whole week. Thank you for understanding.
When we reach a final version, we'll post a final changelog that'll include the original ones and any other that come up as testing days pass by.

Best,

Last edited by Frosk; 08-12-2014 at 09:33 PM.
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Old 08-12-2014, 09:24 PM   #204
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Quote:
Originally Posted by Frosk View Post
- Mind Blank: -80% Damage reduction. This effect has been added to allow conjurers to continue using damage cc's to assist players in trouble.
Will the current cooldown of 195 seconds be the final product?
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Old 08-12-2014, 09:24 PM   #205
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Has mind blank still got the 195 second cd and 420 (blaze it) mana cost?
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Old 08-12-2014, 09:28 PM   #206
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Now what about trell save being so close to fort?
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Old 08-12-2014, 09:31 PM   #207
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Quote:
- Fire Magnification: Damage bonus 5-15-25-35-45 from levels 1 to 5.
- Ice Magnification: Damage bonus 5-15-25-35-45 from levels 1 to 5.
- Lightning Magnification: Damage bonus 5-15-25-35-45 from levels 1 to 5.
Hey guys, you are starting to confuse me. What exactly do you want to accomplish with this?
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Old 08-12-2014, 09:34 PM   #208
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Well, I'm glad to see a balance update that's long overdue. But, as I do in every balance update, I still have to whine about some core issues that I feel needs to be changed before balance can be seriously looked at. Scias did mention them earlier. There are a few fundamental problems in this game.

Firstly, shared trees is a huge problem and really you should get rid of them, subclasses should not be sharing trees. The primary reason why we have useless spells that no one uses is because of shared trees. Certain spells you cannot adjust and make useful without making it OP on certain classes. By removing shared trees you can still have common spells but alter the duration, spell effect or damage output more effectively.

Secondly, scaling is something that needs to be looked into, especially with mages. Fixed damage spells means that a level 37 mage with the same level 5 spells effectively is as powerful as a level 60 mage using that same spell. These spells should be scaling, and it would be nice if it scaled the damage output with the amount of int on the mage (The same could be done with heals).

Thirdly, the current armour system needs to go. The more you "balance" with the current armour system the harder it will be to balance in the future. You are balancing damage output to an armour system that is pretty poor. Absolute damage reductions need to go!

Effectively these balance updates are just temporary fixes, as come your next level cap raise, which I assume you will want to do to preserve the longevity of your game, it will all break again.

tl;dr Core issues need to be addressed first.

That's the end of my mandatory whine. Good job otherwise, but I do hope you have plans to address the root cause of your balance problems.
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Old 08-12-2014, 09:34 PM   #209
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Quote:
Originally Posted by Kyrenis View Post
Will the current cooldown of 195 seconds be the final product?
Quote:
Originally Posted by Hollow-Ichigo View Post
Has mind blank still got the 195 second cd and 420 (blaze it) mana cost?


Quote:
Originally Posted by Frosk View Post
5- Mind Blank Mana Cost and Cooldown (195 secs) is NOT final. IGNORE that value.
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Old 08-12-2014, 09:36 PM   #210
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Quote:
Originally Posted by pieceofmeat View Post
What would you say that your critical hit rate was?

Also wouldnt a critical hit scale up with a buffed hit from cold blood or dirty fighting, while sudden strike is always a fixed value?
About half the hits on challanging creatures were critical, when I used Adapatibility and Meditation 4. I did a test again to see the effect of dirty fighting and cold blood, but even combined with these buffs I cannot say that the damage increase of Sudden Strike is any worse compared to Adaptibility.

advantages of Sudden Strike compared to Adaptibility:
  • longer duration
  • good at low skill levels
  • much lower cooldown
  • lower mana consumption
  • affects not only attacks without spells, but also attack spells
  • not bound to just Short Bows

disadvantages
  • cast time not instant, but 1 sec
  • spell can be resisted (happened in my test very rarely on normal and challanging creatures → about 10 of 11 attempts without resist)
  • cannot be used on DI'd enemies

some values from my test, on my lvl 50 hunter with a fast short bow on Savage Ignean Orcs:
  • test values with adapatibility(4), CB4+DF3
    • 7 arrows needed to kill with 1911 total damage
    • 6 arrows with 1941 damage
    • 6 arrows with 1906 damage
    • 7 arrows with 1953 damage
  • test values with SS(1), CB4+DF3
    • 6 arrows with 1872 damage
    • 6 arrows with 1821 damage
    • 6 arrows with 1791 damage
    • 6 arrows with 1794 damage

IMHO NGD should either buff Adaptibility a bit or make SS a bit worse.
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