08-15-2014, 01:47 AM | #261 |
Master
Join Date: May 2010
Location: England
Posts: 455
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No offence taken. I just have to highlight this point in any balance update, as any efforts to balance become difficult while those issues exist, and it should be top priority. The changes upcoming are welcomed however, and if it does buy you the time to address those issues then I'm game.
Have to agree with Irsh here, I always thought this was a feature rather than a bug. It's one I use often on my hunter i.e. switching to LB immediately after casting tear apart so I'm ready to pew pew and ensnare the runner. |
08-15-2014, 02:27 AM | #262 | |
Master
Join Date: May 2013
Location: Australia
Posts: 302
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Quote:
from a personal perspective your changes to sotw/escapist are the most dramatic and game changing in a most positive way.for players like me with high ping they do not work better than 10% while the enemy is getting 100%.this is a real game leveler now.its going to allow players with higher ping to compete that much better.i applaud you NGD!.. have you also considered the possibility of making knocks after a stun an automatic hit.ambush only works 10-20% of the time for high ping users.there is nothing worse for a hunter to come out of camou using dist shot on a barb,then buff up and cast ambush only to have it resisted.its game over onces its resisted.
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08-15-2014, 03:57 AM | #263 |
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Join Date: Aug 2007
Location: Germany
Posts: 1,843
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The chance to resist is not related to your ping. Timing might be harder, the higher the ping is, but the usual resist chance is the same, no matter the ping.
ontopic: I Welcome most changes, i like the general direction of removing excessive RNG from most spells. Itll also give a good base for future balance tuning, easier to analyze and spot issues when its not hidden behind RNG. Keep it up, im excited! Best, |
08-15-2014, 05:04 AM | #264 |
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08-15-2014, 07:32 AM | #265 |
Master
Join Date: Mar 2012
Location: Zagreb / Croatia
Posts: 578
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Another bitchslap to warlocks. Arcane projection becomes totally unusable now. The only range 0 spell now is SL, as far as I know. Instead making stave attributes worthy, you nerf them too.
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08-15-2014, 07:46 AM | #266 | |
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Join Date: Apr 2013
Posts: 22
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hi,
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bye |
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08-15-2014, 07:54 AM | #267 |
Master
Join Date: Aug 2011
Location: The Netherlands
Posts: 549
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now i get why conjus got all the buffs first.. it was to prepare for this >.<
about DI, only good conjus were able to chain DI and have 2 people protected at the same time only really good conjus were able to do this, and fight in wars at the same time (i dont mean the standing in the back and buffing archers, i mean going in with the barbs) i wouldnt mind making it last shorter, but i really did like it when I could look back on a fight that was hard enough on its own, where the DI chain went perfectly too you cant even have it up on 1 person the whole time >.< or should the 5 points from MB now go to insight? with all the nerfs on CC's DI should be shorter too yes, but why not a 60 sec duration and 30 sec cd or atleast duration=cooldown so you can protect 1 conju and no damaging powers with MB on.. I know its to target warjus from being 'OP' (only 1v1 you'd have to be truly good to take on more than 1 and win) but part of support conjurer was that well timed ivy to stop that DI barb from getting your ally who was running to safety or use bees just in time to block fulmi hits
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Winter Wolf (hunt) Winter Mage (conju) Winter Strike (knight) Winter's Big Bro (barb) I used Mind Blank too much, now I'm too dumb to resist anything. |
08-15-2014, 08:15 AM | #268 | |
Master
Join Date: May 2013
Location: Australia
Posts: 302
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Quote:
when we cast a spell,1 of 3 things can happen. 1-the spell completes casting and results in a hit or resist. 2-the spell fails to complete casting as the target went out of range before the spell went past the point of no return(50%). 3-the spell go's past the point of no return,but the target has moved and is now out of range.but on your screen they are still in range to allow you to complete the cast. now id have to ask NGD about this but i do believe the game gives a resist/evade as the result of that attack(no.3) to compensate for each players differing ping/latency.they have to give that scenario an end result or we would find were unable to cast on some players at all. ive tested with 125 conc and spell focus rings/items.ive tested everything i can and they make no difference to the results of spells.playing with 125 conc or 85 conc is the same when you have ping of 500.so this update is going to help alot and my idea of automatic hits on stunned players is another step to bridge the gap between high and low ping users.
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08-15-2014, 08:27 AM | #269 |
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Join Date: Dec 2010
Location: Sweden
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Mage related
@Slarti
Aye, agrees, any cs 7 staff will do, it is like just one stat on warrior weapon had any value... I cant really see why change sultar from its current state? That said if the Sultar range 0 must go, add that to some other less used spells. @Winter Agrees, the dynamics of support conju lessens without those low lvl mentals. /A
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08-15-2014, 09:04 AM | #270 | |
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Join Date: Apr 2013
Location: Under your bed
Posts: 251
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Quote:
Quite frankly I'm glad they are making these changes, because the conj class was just so broken. Now they just need to remove mana burn from them and I'll be really happy. Let's be honest, they don't need this.
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