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Old 02-25-2012, 05:35 AM   #1
_Enio_
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Quote:
Originally Posted by Klutu View Post
For me the Warmaster Powers need definite nerfing and redefining

Beacons:

Offensive Beacon, should involve a minor movement boost (10%-15%) the 30% Crowd Control Resist (This beacon is suppose to make rushing easier )
Im not sure why you want to keep so much roulette in gameplay. I favour an effect halving cc durations which would considerably increase pressure of a rush without relying on pure randomness. Way more feasible imho.
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Old 02-25-2012, 05:48 AM   #2
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Quote:
Originally Posted by _Enio_ View Post
Im not sure why you want to keep so much roulette in gameplay. I favour an effect halving cc durations which would considerably increase pressure of a rush without relying on pure randomness. Way more feasible imho.
I would actually like that very much, I agree the hole randomness factor does get old. But i'd rather see this warmaster powers revised over removed
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Old 02-25-2012, 05:55 AM   #3
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Some people would like to see the removal of the chance factor in its entirety, but that wouldn't work.
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Old 02-25-2012, 06:23 AM   #4
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Originally Posted by isaacrulzrs2 View Post
Some people would like to see the removal of the chance factor in its entirety, but that wouldn't work.
How many layers of resists do you want?

Do you really want to go thru the whole discussion why a general resist chance of this magnitude is a bad thing?

I actually really dont care about a replacement at the moment. Sure a proper solution would be nice but is of no importance compared to the destruction to tactical play off. beacons pose right now.
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Old 02-25-2012, 07:46 AM   #5
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I also agree that pure removal is not a solution at all. Many people worked hard to get lvl60 and the required coins to be WM.
Like it has been said, the idea was nice but the implementation is horrible.

Anyways I have already made my suggestion on it, but looks like NGD's happy with what's now...
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Old 02-25-2012, 08:07 AM   #6
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Originally Posted by Shining-Scias View Post
I also agree that pure removal is not a solution at all. Many people worked hard to get lvl60 and the required coins to be WM.
Like it has been said, the idea was nice but the implementation is horrible.

Anyways I have already made my suggestion on it, but looks like NGD's happy with what's now...
I agree with you. It is way wrong to remove wm powers beacause some players gace alot of money and time to reach 60 and completing quests everyday in order to reach warmaster so it will be completely unfair. They can change warmaster powers a bit or create new..
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Old 02-25-2012, 05:05 PM   #7
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Hi all,

I agree with Enio, but in fact few points are killing the game

1 - Of course the warmaster attributes (more disbalance):
i use the defensive beacon only to teleport me fisgael to war zone
Only 1 save by realm make the game so borred and the half of the map is absoluty useless ( yeah on RA server too ) this beacons kills the prejudiciable spells ( freeze , confuse , stun, ambush ) and by this way the tactical part of the game

2 - The random chance inside the supposed inume's spells ( sotw , madness)
it s totally ridiculous when the guu rsist 2 spells with any reasons , and for you he successed to freeze (ambush, and many more) inside the SOTW
and this with 20 levels of difference, by this way a barb level 45 can kill 1 level 60 !!!!!
I know a lot of people who leaves the game only for this point (50 at least)

3 - The game is became too much expensive there is too much difference between a prenium item and normal item, for a bow the damages are X2
Peoples can't follow this point too, NGD developed habit to nerf and restore the damages or protection by prenium items few months later
Look at the arrows by exemple .... piercing for 1 year and by miracle we can found slashing and more i, the preniums, specialy now when the half of peoples got a piercing protection hahaha very funny ...
Premiums should help you in game XP, Mana , Life , clothes etc ... but not so much for damages, armors


4 - The new forts and castles are too hight and big for the castles unplayable for the archers , i never fight inside them just arround the forts and i never go for the castles , too far to big to .... I had never understood why they 'rent in the middle of each realms

5 - the new attibution of the armor points , the archers can't drop something at the superboss it s a real pleasure to hit at 25 evendim , torkul or dean spend 1000 arrows for 200 gold
During battle to hit the enemies at 25 to or less when they haves 5000- 8000 points of life ( with beacons or no)

6 - NGD says they listen us but all is already decided 6 month or 1 years ahead, If they want to success they should work with a little group of players (30-50) before to put the changes in game and listen the return of this little player's group, amun serves only for the bug and the startegy is already decided. I never saw NGD changed something about them plans (i play since 2007)
Where is FROSK when a player like ENIO or others says some constructive things ?

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Old 02-25-2012, 07:58 AM   #8
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Quote:
Originally Posted by _Enio_ View Post
How many layers of resists do you want?

Do you really want to go thru the whole discussion why a general resist chance of this magnitude is a bad thing?

I actually really dont care about a replacement at the moment. Sure a proper solution would be nice but is of no importance compared to the destruction to tactical play off. beacons pose right now.
It is bad, never denied it - hence why I suggested it being halved.

Although, "destruction" isn't entirely fair.
Gameplay has shifted too a more linear feel but tactics aren't quite so diminished as you're implying, only different.
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