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Old 08-21-2014, 06:32 PM   #371
Kimahri_Ronso
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It was only a poetic question, you fell for it! lol

Only wanted to point out that for a more dynamic gameplay it'd be cool if they'd lower the mentioned spells CD, that is all.
Most of the CCs of the archers got nerfed such as ambush and stuns too, so IMO they'd need escapist more frequently, so a lowered CD would come in handy ^^

But that's just my opinion :P
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Old 08-22-2014, 09:15 PM   #372
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Quote:
Originally Posted by Frosk View Post
Divine Intervention: Cooldown: 90 secs ; Duration: 10-25-40-55-80; Mana Cost: 75-100-125-150-175
Honestly i do agree with all changed you've been making.. But if the aim is to stop the rush from unstoppable barbs, it won't actually do anything for it..
Conjurers are the ones who have more benefits from DI as they can DI chain, dispell and keep allies alive.. With DI cooldown longer than the effect, as a conjurer you won't even be able to protect another conj from confuse or darkness or any other dizzy spell or even feint.. (ofc all classes have benefits with DI just no need to make a huge text about it, because i'm sure you all know their benefits)

I think the best option is really to make DI have the same cooldown as the same effect and find another option to stop DI- Barbs. For example the use of DI can't be used with some kind of barbs spells or any other stuff..
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Old 08-22-2014, 10:26 PM   #373
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Quote:
Originally Posted by starshine View Post
Honestly i do agree with all changed you've been making.. But if the aim is to stop the rush from unstoppable barbs, it won't actually do anything for it..
Conjurers are the ones who have more benefits from DI as they can DI chain, dispell and keep allies alive.. With DI cooldown longer than the effect, as a conjurer you won't even be able to protect another conj from confuse or darkness or any other dizzy spell or even feint.. (ofc all classes have benefits with DI just no need to make a huge text about it, because i'm sure you all know their benefits)

I think the best option is really to make DI have the same cooldown as the same effect and find another option to stop DI- Barbs. For example the use of DI can't be used with some kind of barbs spells or any other stuff..
Looks like given a choice, you'd rather DI a barb than a conju. DI is grossly overpowered in it's current form as you can keep two allies covered at the same time. Also, this in combination with activable MB, would make it more OP.
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Old 08-23-2014, 02:27 AM   #374
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Hey, if we're nerfing CC, can we nerf mob CC as well? Lowering player CC duration/increasing cd makes it harder for lower level players to grind and means that mobs will have more opportunities to CC players.

I would at least reduce some mob CC durations (pounce, troll's roar, aquantis thrust). Maybe also change how the mob ai uses the skills. It's annoying to get knocked so much while grinding.
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Old 08-23-2014, 02:55 AM   #375
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Quote:
Originally Posted by DogFish View Post
Hey, if we're nerfing CC, can we nerf mob CC as well? Lowering player CC duration/increasing cd makes it harder for lower level players to grind and means that mobs will have more opportunities to CC players.

I would at least reduce some mob CC durations (pounce, troll's roar, aquantis thrust). Maybe also change how the mob ai uses the skills. It's annoying to get knocked so much while grinding.
Also nerf guards strike pls
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Old 08-23-2014, 08:32 AM   #376
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Here we go again...limit some conju stuff, because others benefit from it. Then this class becomes more and more hard and dumb to play. And we get less and less conjus.

In the current state playing without DI equals rage quit after approx 30 - 60 mins for every conju. If you have not played alone conju everyone will say how he HATES when it happens.

Change DI, so it is impossible to buff 2 allies, but keep it duration = cooldown.

--

Please stop nerfing stuff and give us some love... oh right barbs are more important... get back to them...
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Old 08-23-2014, 09:43 AM   #377
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Quote:
Originally Posted by Frosk View Post
Todavía hay tiempo de subir algún que otro tweak mínimo en caso de ser reportado y que se compruebe como fundamental o necesario.

El update está pensado para ser lanzado durante la semana que viene (luego haremos el anuncio oficial).

Saludos!
Translated - we have update on live servers next week?
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Old 08-23-2014, 09:46 AM   #378
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Quote:
Originally Posted by GoogleTranslate
There is still time to climb the odd tweak minimum (lol) should be reported and which proves to be essential or necessary.

The update is intended to be released during next week (then will make the official announcement) week.

Greetings!
there. 10char
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Old 08-23-2014, 10:44 AM   #379
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About the changes I see them in a positive way and I see a lot of effort form both side developers and helpers. Good to see that devs are finally up to a big balance update and open to community's suggestion in the same time. A lot of problem have been adressed and solved while higher level goals like aoe improving, freeze shortenings are also appearing. I cant wait to play it on live server.

But also there is some issue that belongs to warlock and barbarian classes. In a balance update you should know what are the OP classes and the weak classes and lower the distance between them. Op class is the barbarian, he got a lot more area spells and a critical chance buff. Weak class is the warlock, now he got nerfed mind push and ivy so his defense against barbs decreased. What's the point?

Quote:
Improving AoE spells perfomance.
By moving and buffing defensive support now it's becoming a common spell on knights all will use on lvl5. 65% CC resistance dosen't improve the performance of aoe CC. Only the damaging aoes will be significantly changed which are in the hands of barbarians.

Quote:
Make some forgotten or unused skills interesting again.
Quote:
- Useless crappy powers such as "Camouflage Corpse" and others haven't been touched yet. We're very aware that these NEED changes, but they have to be rethinked or even replaced with something better and maybe completely different.
You just can't do it step by step since there is a class (warlock) who is 100% dependent on his spells so by nerfing the overpowered 10% and leaving the useless 90% alone you won't achieve anything except making the warlock class even more trasher and harder to balance in the future. Current problem is with the old spell values like 600 dmg stalagmite which are not competitive in RvR battles. Warlock just dosen't have the dmg ability that fits in an RvR scenario. Now you're nerfing the CCs and adding more CC resistance to knights, you're removing even more opportunities from warlock, I don't think less diversity is affecting the game a good way.
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Old 08-23-2014, 09:29 PM   #380
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Quote:
Originally Posted by Balint View Post
About the changes I see them in a positive way and I see a lot of effort form both side developers and helpers. Good to see that devs are finally up to a big balance update and open to community's suggestion in the same time. A lot of problem have been adressed and solved while higher level goals like aoe improving, freeze shortenings are also appearing. I cant wait to play it on live server.

But also there is some issue that belongs to warlock and barbarian classes. In a balance update you should know what are the OP classes and the weak classes and lower the distance between them. Op class is the barbarian, he got a lot more area spells and a critical chance buff. Weak class is the warlock, now he got nerfed mind push and ivy so his defense against barbs decreased. What's the point?


By moving and buffing defensive support now it's becoming a common spell on knights all will use on lvl5. 65% CC resistance dosen't improve the performance of aoe CC. Only the damaging aoes will be significantly changed which are in the hands of barbarians.



You just can't do it step by step since there is a class (warlock) who is 100% dependent on his spells so by nerfing the overpowered 10% and leaving the useless 90% alone you won't achieve anything except making the warlock class even more trasher and harder to balance in the future. Current problem is with the old spell values like 600 dmg stalagmite which are not competitive in RvR battles. Warlock just dosen't have the dmg ability that fits in an RvR scenario. Now you're nerfing the CCs and adding more CC resistance to knights, you're removing even more opportunities from warlock, I don't think less diversity is affecting the game a good way.
I think you miss the whole point of this update...



DI is getting nerfed!
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