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Old 07-24-2010, 09:58 PM   #91
chilko
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Quote:
Originally Posted by Shining-Scias View Post
So if you want to help conjurers and not nerf them, why did you nerf GH ? Yes I know this is preliminary, but the fact that you reduced GH's duration and power clearly shows that you want to nerf it.

You want to make people focus on the support aspects but you nerf to hell the only and best Conjurer aura, does it really make sense ?

If you really want to help Support Conjurers, first don't nerf their few still-valuable Support spells...

And I agree that MC should be swapped with Metabolic Control. It's really in the wrong tree.
We reduced it's cooldown.
we are thinking that it would me more interesting if you would be able to use it more frequently (now that it's more difficult to place it in the best possible location).

also, this skill was never supposed to heal the caster. it was a bug, a bug that allowed conjurers to be able to tank somehow (not an intended behaviour)

mana cost may vary too...

You guys have concerns about GH. So do we.
Note taken.

please let's discuss about the other dozens of changes out there too!
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Old 07-24-2010, 10:06 PM   #92
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Quote:
Originally Posted by chilko View Post
We reduced it's cooldown.
we are thinking that it would me more interesting if you would be able to use it more frequently (now that it's more difficult to place it in the best possible location).

also, this skill was never supposed to heal the caster. it was a bug, a bug that allowed conjurers to be able to tank somehow (not an intended behaviour)

mana cost may vary too...

You guys have concerns about GH. So do we.
Note taken.

please let's discuss about the other dozens of changes out there too!
So in fact the new GH will not effect the caster?
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Old 07-24-2010, 10:25 PM   #93
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Quote:
Originally Posted by bigjim View Post
So in fact the new GH will not effect the caster?
it was always the idea.
you do have other spells to heal yourself.
we always said that this should be a difficult class to play.
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Old 07-24-2010, 10:26 PM   #94
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Please remember there is a very thin line between difficult to play, and purely frustrating.,
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Old 07-24-2010, 10:36 PM   #95
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Well, im concerned about whirlwind, or however its written (last skill of two hand mastery)
Its an aura, and on top on that the armor increase and fixes have rendered it useless.
Thoughts on that?

Also, what about onslaught? Any changes to it?




Also, the attributes? They are almost useless, pure bonuses are very superior to even the highest of the attribute bonuses, thoughts on reducing the weapon fixed base numbers and increasing the attribute influences?
(note i did not mention weapon bonuses, just the base values)

Same with medium and fast weapons, not efficient, both damage and skill wise due to the global cooldownm and the damage isn't very intuitive either, due to the variation of the attribute weights.
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Old 07-24-2010, 10:42 PM   #96
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I dont like the fact those new 'aura buffs' keep working while being far away of the caster.

I disagree to add support without putting the supporter vulnerable (atm he has to be in range = also targetable for enemies while the support lasts).

With long lasting area buffs you can run in,quickly cast buff and run out in a safe area again.


How about splitting the 30s 1time buff into eg. 3 10sec or 6 5sec lasting buffs? You would still save loads of server calculation.
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Old 07-24-2010, 10:45 PM   #97
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Quote:
Originally Posted by theotherhiveking View Post
Well, im concerned about whirlwind, or however its written (last skill of two hand mastery)
Its an aura, and on top on that the armor increase and fixes have rendered it useless.
Thoughts on that?
+1

Whirlwind has always had very limited applications that would allow it to be practical. With higher armor values the fixed damage set on whirlwind will render it obsolete and a waste of skill points.

Why not up the damage by 100 dmg blunt/slash (each) or just add a % of weapon damage into it per tick rate as well?

Also maybe give it a slight -const debuff to those enemies in the effected area?

Quote:
Also, what about onslaught? Any changes to it?
IMO it requires at the very least a reduction of 50 mana cost per level (350mp cost at level 5). Also a 5 second duration increase would make it far more desirable.

But at the very least the mana reduction is a must.
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Old 07-24-2010, 10:55 PM   #98
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Athor proposed a -25% movement speed effect.

Actually it could just be replaced by a more powerful or efficient area.

We already have shockwave, that its like all the 180º areas but better.

You could do the same to whirlwind, an bigger area, or cheaper, or reloads faster, something like that.

Cheap and lazy, but its a safe option.
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Old 07-24-2010, 10:59 PM   #99
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Chilko why are heal self and heal ally separate spells? Can't it work like dispell (cast on self if no target selected)?
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Old 07-24-2010, 11:05 PM   #100
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Quote:
Originally Posted by Lumi_Alsius View Post
Chilko why are heal self and heal ally separate spells? Can't it work like dispell (cast on self if no target selected)?
Because they couldn't think of 2 more spells for the heal tree .

In all seriousness though, I'd love to see this as well however they'd need to give us a shortcut key to de-select all targets since thats the hardest part of self dispel right now. If you're not careful and drag your hand a bit while de-selecting it turns into mouse-turn and you don't de-select your target .
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