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Old 09-18-2009, 06:05 AM   #111
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Originally Posted by _Enio_ View Post
Could work.

Normals while turning already works.
Strafe speed penalty, im against it since it only diminishes dynamic, a quick mouseturn will still allow side movement witt full speed. Normals while moving forward is not good idea imho. Sure the effective range on running ones is smaller now, still the fastest classes being able to shoot while chasing i dont like. Maybe strengthen movement penalty on ensnaring arrow..
Short after the last update with strafing i had an idea to decrease the imbalance about Archers/Warriors, which i still think isn't that bad and very simple.
Speed penalty for strafing 5% and for backwards 20% without the abiltiy to boost it (so also no passiv). This imo wouldn't destroy the movement dynamics and the action on the battlefield.

Even i don't mind the new combat system (i had some really interesting pvp's on amun), i think it is a regression compared to the current system, RO would loose something, making it unique in the increasing amount of MMORPGs. Battles would loose a lot of its action and dynamic - especially the dynamic which was introduced with the new movement system in last update.

The new animations aren't that bad for me, but especially the animation for mages, I think is only good for some spells (like Sultars Terror, Meteor, Lighting) for some other spells I like the old ones better (Crystal Blast, Fireball).
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Old 09-18-2009, 06:32 AM   #112
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I see some issues with casting esp. areas while moving.
-You can cast them in a secure spot moving out for only the last splitsecond to apply the effect
-a moving target casting a spell will be harder to cc, especially for close range cc (stunning fist/kick/feint/sbash etc)
-current system of cancelling a spell wouldnt work for casting while moving.

The general idea of a more dynamic gameplay for melee should be of high priority though. Maybe you have a solution for mentioned issues.
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Old 09-18-2009, 06:43 AM   #113
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Quote:
Originally Posted by _Enio_ View Post
I see some issues with casting esp. areas while moving.
-You can cast them in a secure spot moving out for only the last splitsecond to apply the effect
-a moving target casting a spell will be harder to cc, especially for close range cc (stunning fist/kick/feint/sbash etc)
-current system of cancelling a spell wouldnt work for casting while moving.

The general idea of a more dynamic gameplay for melee should be of high priority though. Maybe you have a solution for mentioned issues.
Well with my proposal, ranged units casting areas will have to stay still for the duration of cast time (since those are offensive spells). For warriors, there will should be a movement speed malus for that. Either way, the cast time itself for warrior areas is too short for what you stated to be a problem.

Feint and Kick are instant cast, so all the warrior has to do is get into range to cast it. I would guess Stunning Fist will be used more against units charging into you, and not archers charging into other units.

Current canceling you mean moving out of range? It should if you are faster. Or do you mean canceling via obstructions? In which case, it will still work since you can still put an obstruction (like a fort wall or rock) between you and the caster before the spell fires off. Remember in the suggestion I gave there were speed penalties for casting, and offensive spells will require ranged to stop for the cast time.
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Old 09-18-2009, 07:11 AM   #114
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Originally Posted by chilko View Post
guys we did say that there is nothing final right??? (stuff such as cast times GCD)? please let's talk about bigger issues.
How will be the gameplay is a big issue.
I play conju as well, it is my favourite class, and i know that 1 sec of delay can be enough to see your ally dead. Conju should stay as it is now, you already chaned it a lot making it harder to play, now you want to make things even worse?
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Old 09-18-2009, 07:24 AM   #115
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I tested Amun again. I am still shocked. Those changes are still crazy and will let me stop playing 100%.
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Old 09-18-2009, 07:39 AM   #116
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... and i know that 1 sec of delay can be enough to see your ally dead...
I fully agree to that. Some spells are just too vital. People are already mad as hell when you're just 1 second too late to heal them and they died. Now this class will become too hard to play.
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Old 09-18-2009, 07:40 AM   #117
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A change that needs to be undone:

On Amun now if a spell has the cooldown animation on the spellbar you can't cast it at all: the client doesn't bother checking if you can with the server. (In the live version the clients asks to cast the spell even if the cooldown animation is on.)

This would be fine except for the fact that you still have the bugs that cause the cooldowns for spells to be wrong, eg moving a spellbar button after casting it. Up to 1.0.7 these were just graphical problems though, because you could still cast the spells you were supposed to be able to.
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Old 09-18-2009, 07:55 AM   #118
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I think I found a bug (or I hope this isn't a feature). When I cast synergy bond on someone, my mana communion goes into the spell's cooldown. When I cast force armor, then karma mirror, mirage and mind blank go into their cooldown as well.
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Old 09-18-2009, 08:02 AM   #119
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Quote:
Originally Posted by Blaa View Post
I think I found a bug (or I hope this isn't a feature). When I cast synergy bond on someone, my mana communion goes into the spell's cooldown. When I cast force armor, then karma mirror, mirage and mind blank go into their cooldown as well.
Yeah as others posted above, there's currently a bug: whevever you cast a spell, for all buttons on your spellbar that are currently in cooldown, the cooldown animation starts again. (Doesn't affect CD animations in the spellbook or the actual CD values on the server.) The problem's also made worse by the point I mentioned above.

I'm sure they'll fix it first thing today since it kinda makes everything else hard to test
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Old 09-18-2009, 08:07 AM   #120
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Okay then. I really should read all the posts before mentioning. But 5-6 new pages is just too much. ^^
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