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Old 01-25-2017, 07:19 PM   #81
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Quote:
Originally Posted by Lebeau View Post
But, I thought NGD had completely removed "splash damage" as a area game mechanic several updates ago (i.e. now, same damage to all, no 1/2 damage rule). Am I mistaken?

Yes you're mistaken. Some sniffy idiots from RA went high that "splash dmg was removed" last year too.
But splash dmg was removed only from Sultar, not from fireball.
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Old 01-25-2017, 08:42 PM   #82
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Originally Posted by Kopstoot View Post
Ah i thought they intended to reduce the bow range to make this game a bit more actionpacked rather than balancing.
Cant deny that Marks with amus are still too strong.
(will prolly not take focus and/or killer instinct in my main build tho, but will test further it in a real rvr fight)
Not worth using any of those spells. Can't even afford them. Also the malus on focus would put you in sticky situations. Killer instinct is still limited to fort.

Also no range 25 bows at lvl 60? In the past we had range 25 sb's at cap lvl.
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Old 01-25-2017, 10:49 PM   #83
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Only for Terror, and I imagine, more areas. It seems to be a new line of thinking for the updated skills. I find 1,25sec quite a long time to stop a warlock casting it, and even more for preventing from falling on Terror area. Also the wey you stand or the consideration of where the warlock is and what is he going to do make that knock something not OP.
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Old 01-26-2017, 04:48 AM   #84
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There's a few spells that I think are pretty important to discuss and are missing from the proposed changes.

Mind Squasher
Confuse
Divine Intervention

I don't know what the right answer on how to rework those, but wanted to make sure they got included in the discussion.
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Old 01-26-2017, 06:07 AM   #85
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Quote:
Originally Posted by DogFish View Post
There's a few spells that I think are pretty important to discuss and are missing from the proposed changes.

Mind Squasher
Confuse
True^^ these 2 really really need a rework.
I dont believe that both of these spells are totally wronged, they are indeed needed ingame, but the fact is that they are ABUSED.

Many people use confuse on a simple 2v2 or even a 2 v x, when theres only 1 conju and 1 barb on the other side versus many, one hunter does confu lvl 5, and bam barb is vulnerable for so long, conju just stands like a dummy doing nothing. I dont think this is so easy, but maybe, the spell can be made as such that it only works when there is a mage around the conju were casting it on?^^ Im not sure.

About MS, again, yes it is very much abused, people whine about complains on ms saying they use it on overbuffed people only.
Really? Ask any barb that plays a lot, you will only get 1 answer ''Hell no.''
OF course so many spam it on simple fair fights, when the barb dosent have ANY aura or defense buff but they still use it even on a solo barb trying to rush 5+ people trying his best to get a kill and then comes 2-3 MS.
Ms' CD was surely increased so it dosent get abused, but once it works, IT KILLS. So your mission is accomplished, waiting 60s is not much.
And apart from that, all its low mana.
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Old 01-26-2017, 06:38 AM   #86
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Quote:
Originally Posted by saumya View Post
True^^ these 2 really really need a rework.
I dont believe that both of these spells are totally wronged, they are indeed needed ingame, but the fact is that they are ABUSED.

Many people use confuse on a simple 2v2 or even a 2 v x, when theres only 1 conju and 1 barb on the other side versus many, one hunter does confu lvl 5, and bam barb is vulnerable for so long, conju just stands like a dummy doing nothing. I dont think this is so easy, but maybe, the spell can be made as such that it only works when there is a mage around the conju were casting it on?^^ Im not sure.

About MS, again, yes it is very much abused, people whine about complains on ms saying they use it on overbuffed people only.
Really? Ask any barb that plays a lot, you will only get 1 answer ''Hell no.''
OF course so many spam it on simple fair fights, when the barb dosent have ANY aura or defense buff but they still use it even on a solo barb trying to rush 5+ people trying his best to get a kill and then comes 2-3 MS.
Ms' CD was surely increased so it dosent get abused, but once it works, IT KILLS. So your mission is accomplished, waiting 60s is not much.
And apart from that, all its low mana.
Confuse is a really tough call to make, but Mind Squasher is simple to solve. Double the cooldown, and make its effect temporary with a certain reasonable duration. Just to make sure it's only going to be used for important overbuffed targets, they could also make it do really crap damage, but that's completely optional.
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Old 01-26-2017, 08:45 AM   #87
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Stop trying to nerf hunters even more wow....
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Old 01-26-2017, 09:01 AM   #88
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Originally Posted by rekkles12 View Post
Stop trying to nerf hunters even more wow....
Try playing a conjurer instead of all time overgeared hunter.
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Old 01-26-2017, 10:01 AM   #89
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Quote:
Originally Posted by DogFish View Post
There's a few spells that I think are pretty important to discuss and are missing from the proposed changes.

Mind Squasher
Confuse
Divine Intervention

I don't know what the right answer on how to rework those, but wanted to make sure they got included in the discussion.
confuse was already nerfed

simplest solution with the remaining two-> remove both or make MS remove foreign buffs (including DI) with 100% chance at lvl 5 with damage reduced to neglible 5-10 blunt damage (so it works on DI target)
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Old 01-26-2017, 10:10 AM   #90
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My game experience since 2011 is Barb~Knight>>hunter>marks

Regarding spell changes (i ll skip mage as have no experience in them) i propose looking at/change:

1) Knight spell trees are well balanced tho NGDs proposal look interesting and may make knight more fun

2) Barb needs only balancing of dual wield vs 2-handed weapons
It can be achieved by:

-making all offhands slow

-adding range 2 to all 2-handed weapons

-nerfing offhands base damage

-making spells like fulmi, thirst for blood, overhelming strenght work only with 2-handed weapons-> i personally dislike this idea as dual wield barbs will invest these points into other spells with unpredictable effect

3) Warrior spells:

Mindsquasher-> any change must be connected to changes with DI

crash and rigorous preparations need some love from NGD

Throatcutter-> havent seen warzone use of this spell since WM update, now only spamed in TDM to steal kills (can anybody confirm it can be used in defencive stance or is it just visual bug?)-> i suggest to increase cd/mana a bit and make it work like etereal arrow with 500 hp at lvl 5 (useful for knight and low lvl barb)

4) ARCHER:

Dodge-> change to sth more useful like cs boost

Cat reflexes-> change to resist ranged damage (lvl1 2%; lvl 5 10%)

Parabolic shot-> (it is a powerful spell that affects also spells with range 0)needs a malus mentioned in spell description-> nerf attack speed (need tme to apply more force for a long range shot)

Obfruscate-> change to -50%cs (at lvl 5) debuff on enemy

Projectile rain and repetition shot-> change to max 120% damage remove piercing damage-> so a bit nerf them

Meditation-> needs sth more useful then concentration

5) MARKSMAN:

Fire rain-> remove 100% damage-> don’t make marks a warlock with more range

Recharged arrows-> remove hp cost, boost mana cost to 30-40-50-60-70 and at lvl 5 (-50% critical hit chance) (make this spell useful for lowbie grinders again and nerf the OP out of scale criticals)

Fingercrush-> needs change

Cyclops curse-> boost effect on enemy to at least -50% at lvl 5

Strategic position decrease cd to 10 seconds to make it usable

6) HUNTER:

Camo corpse-> camo enemy corpse, affect also mass resurrection and selection in party window-> i see great potential in this spell at forts

exploding mob is interesting tho second spell add as ppl already suggested a "monster/creature speciality spell" so the pet will execute using its own mana (cd decreasing with each spell lvl) a ponce/rake/funny goblin spell that nerf cs/ troll roar etc.

mob also needs boost of damage-> boost bestial wrath to 33% at lvl 1 and 100% at lvl 5
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