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Old 04-30-2019, 06:50 AM   #11
Redo_Ger
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Warlock spells should at least scale in damage relative to the casters Level, so that a low level Warlock can't deal the same damage as a lvl 60.
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Old 04-30-2019, 08:55 AM   #12
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Quote:
Originally Posted by Redo_Ger View Post
Warlock spells should at least scale in damage relative to the casters Level, so that a low level Warlock can't deal the same damage as a lvl 60.
Actually, it should be the other way around.
All classes should be able to deal similar damage on lower lvls as if they were on 60, the difference of power/discipline points is already enough.
Warlock(and conj) is in this aspect only well designed class.

In order to keeping new players playing they have to - not only see that the endgame is fun, but also experience that, even when they're level 35. That's not happening when you hit 40 normals.
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Last edited by halvdan; 04-30-2019 at 09:16 AM.
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Old 04-30-2019, 10:48 AM   #13
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Low level chars should not have a real chance in war until level 50-55 imo but that can only work if there is something to do on lower levels. The thing is that a new player thinks he knows the game by level 30 but they either get completly obliterated when they join the war or they get bored by mindless questing. But that's another topic

Last edited by Redo_Ger; 04-30-2019 at 01:27 PM.
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Old 04-30-2019, 12:37 PM   #14
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Quote:
Originally Posted by Redo_Ger View Post
Low level chars should not have a real chance in war until level 50-55 imo but that can only work if there is something to do under those levels. The thing is that a new player thinks he knows the game by level 30 but they either get completly obliterated when they join the war or they get bored by mindless questing. But that's another topic
btw, i want know what's the point about aggro on low levels.. low lvl already have disvantage in fight against lvl 60, and if you between lvl 40-58, almost all mobs in WZ aggro low lvl char.. Makes no sense.
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Old 04-30-2019, 01:43 PM   #15
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---------------------------------------
Changelog 1.24.2b3 (English)
---------------------------------------

- Fixed: Fire Arrow was delaying to be casted.

- Fixed: Mind Squasher was dispelling Companions.

- Fixed: Clumsiness was giving an extra Movement Speed modifier.

- Modified: Sadistic Guards. Duration is now 60 seconds in all levels.
To have less duration when spending points on it wasn't compensated by the higher reduction of Spell Resistance.

- Modified: Shield Bash. Blunt Damage is now 80-120/160-210/260-320/380-460/540/640.
The progression for each level of this damage was inconsistent and needed to be a bit higher in the last levels.

- Modified: Crash now has instant Casting Time.
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Old 04-30-2019, 01:44 PM   #16
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Originally Posted by Barreln View Post
Magma blast should be lowered to 1000, max 1200, as all other spells.
It is not normal anymore, how easy a low mage can kill a lvl 60 archer.
If a lvl 60 marks/hunter gets killed by a single spell from a low level warlock, they need to learn about trainers, power points and spells.
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Old 04-30-2019, 01:44 PM   #17
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Quote:
Originally Posted by Redo_Ger View Post
Low level chars should not have a real chance in war until level 50-55 imo but that can only work if there is something to do on lower levels.
If there is something to do on lower levels. You're right. But there isn't. Quests are boring. Grinding is boring too.

So either that will change drastically - and suddenly the pve content will be both rewarding and funny for low levels, or low levels need to be able to have fun warring.

Noone in 2019 will play a game that is only fun if you survive 60 hours of insanely tiring outdated quest system and grind. Hey, most people wouldnt do that even if it was just 10 hours.
Even if "they" say the endgame is great, which I completely agree with, by the way.
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Old 04-30-2019, 08:37 PM   #18
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Quote:
Originally Posted by AntibioTsu View Post
If a lvl 60 marks/hunter gets killed by a single spell from a low level warlock, they need to learn about trainers, power points and spells.
Its not only 1vs1 but Fortwar, groupwar, 2 single 40 noobs with some ambush vs 1 archer.
And no, archers do not have psychic skills, to know when its getting used.
Seems like, you did not play the game since a while.

And no, low levels should not have an "damage-advantage", or grinding to 60 will be useless.
Right now it works anyway that there are groups vs groups, and you get most time the support there what you need, well, maybe not at syrtis, but at the other realms.

With that spell, it is now even more a disadvantage.
Since they made it working again, every unskilled player now made a warlock and run with magma blast around,
and just fire it out of a group most time and takes almost 1,5-2k away from most classes, especially archers.
I play both classes, prefering even more my warlock 60, but with magma blast now its ridicoulus.
I even would reduce it to 800, like most other spells do. A Warlock really has a lot more spells what he can use, even when it needs some "skill".
Cheap gameplay what it is now.
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Old 04-30-2019, 09:40 PM   #19
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Quote:
Originally Posted by Barreln View Post
Its not only 1vs1 but Fortwar, groupwar, 2 single 40 noobs with some ambush vs 1 archer.
And no, archers do not have psychic skills, to know when its getting used.
Seems like, you did not play the game since a while.
NGD doesn't care about 1v1. The game is balanced according to fortwars and group fights, that contemplate mages on your team. Almost every conju and even locks run Dispel on their setup, so it's your team's fault they cant react to a spell that takes 15 seconds to deal its total damage.

If you got ganked by 2 lvl 40 players, too bad, their number advantage trumped over your level advantage. Teamwork is key in this game, not solo play. And then again, archers are the only class with the priviledge to pick their fights, and you chose the wrong fight.

Warlocks need strong debuff and damage spells to define them, they're the glass-cannon class. If NGD screwed this with health gear and absurd WM jewelry, that's their fault.

Quote:
Originally Posted by Leily View Post
- Fixed: Mind Squasher was dispelling Companions.
Since you're fixing companions, there's a bug that lets you get its effect without the animal animation, if there's not enough space to summon. Idk if it shows if other people refresh their view, but if it doesnt, it's a bonus lacking its obvious display.
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Old 05-01-2019, 09:20 AM   #20
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Quote:
Originally Posted by AntibioTsu View Post
NGD doesn't care about 1v1. The game is balanced according to fortwars and group fights, that contemplate mages on your team. Almost every conju and even locks run Dispel on their setup, so it's your team's fault they cant react to a spell that takes 15 seconds to deal its total damage.

If you got ganked by 2 lvl 40 players, too bad, their number advantage trumped over your level advantage. Teamwork is key in this game, not solo play. And then again, archers are the only class with the priviledge to pick their fights, and you chose the wrong fight.

Warlocks need strong debuff and damage spells to define them, they're the glass-cannon class. If NGD screwed this with health gear and absurd WM jewelry, that's their fault.
Bla Bla Bla..,
The reality is something else.
Even that Cj's and mages do not have her eyes everwhere only to dispel magma, genius.
I saw it a lot of time at syrtis wall forrest and around cs, that some low mages, what usually have no hit, kill lvl 60 over and over.
Especially at syrtis forrest, where some "Pro's" mainly with magma waiting for incoming peoples, what are most time alone, to go inside the realm or back to cs. That only looks like a big Joke
and is right now a big disbalance to all other classes.
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