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Old 08-15-2014, 01:47 AM   #261
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Quote:
Originally Posted by Adrian View Post
...
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.

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Originally Posted by Irsh View Post
This also means multi-weapon setups will become mundane, as you cannot switch between then efficiently while using spells with cast time, for e.g., casting areas. The game could become clunky and it could hurt the dynamics of the 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.
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Old 08-15-2014, 02:27 AM   #262
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Originally Posted by Frosk View Post
Hello there everyone!

We've just uploaded a few more changes to Amun's version. Please share your feedback with us, as we move on to the final version we're aiming for.

The changes are:

Gameplay - World Map
- Fixed: Relogging in Imperia castle to re-appear in front of it with resurrection dizziness.
- Fixed: Kervyn Cairndweller (NPC Alsius) doesn't fall into building colission anymore.

Gameplay - Combat and Powers functionality
- Fixed: Reset powers now check for "orphan" powers. Those that had missing power points because of previous power modifications can now reset, relog and get those power points back.
- Fixed: Skill casting is now interrupted when equipping or unequipping items.
- Fixed: The pet now appears after dismount.

Gameplay - Balance Tweaks
Mind Blank: Mana Cost: 100-130-160-190-220; Cast time: 1 sec; Cannot cast damage powers.
Divine Intervention: Cooldown: 90 secs ; Duration: 10-25-40-55-80; Mana Cost: 75-100-125-150-175
Heal Ally: Health 100-250-400-550-700
Regenerate Ally: 10-21-32-43-55
Sultar's Terror: Range reduced to 30 meters.
Cold Blood: Changes have been reversed.


Best regards!
YES! about time DI got looked at.along with all the other changes you have made NGD.i cannot say how excited i am to be playing this new version,i cannot wait.

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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Old 08-15-2014, 03:57 AM   #263
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Quote:
Originally Posted by Dumberest View Post
ambush only works 10-20% of the time for high ping users.
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,
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Old 08-15-2014, 05:04 AM   #264
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Originally Posted by esptupac View Post
that's nothing compared to what NDG did to warlock because we are heavily relying to CC in every fight...SMD mofo NDG!
Only because it's worth repeating. Mages are being royally screwed by this update again. What are you playing lately heph : )
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Old 08-15-2014, 07:32 AM   #265
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Quote:
Originally Posted by Frosk View Post
Sultar's Terror: Range reduced to 30 meters.
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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Old 08-15-2014, 07:46 AM   #266
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hi,
Quote:
Originally Posted by schachteana View Post
PS. @NGD
Have you ever considered to actually include the France & German community into gaining feedback about current game development? If any of them wanted to take part in any discussion, they have to use a proxy server to register.
The German GM team is quite motivated at the moment (inept but motivated), they'd love to send you some ideas, I bet.
we are many french to read here and can report message from French forum even if French GM don't do it ( not sure they do anything )

bye
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Old 08-15-2014, 07:54 AM   #267
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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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Old 08-15-2014, 08:15 AM   #268
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Quote:
Originally Posted by _Enio_ View Post
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,
yes and NGD tell us this too.but in practice every person who has a ping over 400 says the same thing as i do.heres what i think the cause of the problem is.

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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Old 08-15-2014, 08:27 AM   #269
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@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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Old 08-15-2014, 09:04 AM   #270
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Quote:
Originally Posted by DogFish View Post
Thoughts regarding conjurer changes:

*Mind Blank: Cannot cast damaging powers. This makes confuse stronger against conjurers. If they have mind blank up and get hit with confuse, they can cast absolutely nothing for the entire duration of confuse. Since DI now has cooldown > duration, it is impossible to entirely prevent confuse. It would be nice if conjurers/mages got a spell that could be used dynamically to counter CC (similar to UM/SOTW/Precise Block) rather than just random chance with mind blank. If not, previous version with -80% damage was more balanced then this.
The idea is to have another conjurer, or a knight, dispel the confuse. Conjurers were not made to go out hunting alone as retardedly OP Warjus. They are a support class. Why do you need to cast damaging powers as a Conjurer?
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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