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Old 08-27-2010, 07:05 PM   #111
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Quote:
Originally Posted by _Enio_ View Post
...
And how exactly is this a problem?
- Two maxed trees to level 19
- Two spells to level 5 by spending 10 power points
- It does not give 100% damage - I get normal hits of 42-48 on Goblors with this configuration
- You still cannot cast any damaging powers

Silly, yes, but likely not a bug. It fits with NGD's new balancing scheme of dividing up powers. The person involved likely just had high STR and wasn't suffering much from the "Weapon damage bonus -90%" penalty of Defensive stance to begin with.

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Originally Posted by Zas_ View Post
This will lead to 100% death when affected by those effects.
In war, being knocked down is currently enough deadly.
In PvP, it will give a major advantage to the one which knocks the first.
Crowd control effects need a chance to be dispelled upon each attack to help solve this situation:
- Stun: 100% chance to be dispelled by an attack
- Immobilize: 50% chance to be dispelled by an attack
- Dizzy: 40% chance to be dispelled by an attack
- Confuse: 30% chance to be dispelled by an attack
- Knock down: 20% chance to be dispelled by an attack

And then remove the chances from spells such as Sultar's terror and Tremor, since they would no longer be needed. The problem is, this would make Dispel and Protect ally less useful in war where people are being heavily attacked, but in truth, they likely wouldn't survive anyway.

That's the whole problem with crowd control effects to begin with - they are absolute death in war, and only balanced in PvP.

Kind regards.
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Last edited by Mikan; 08-27-2010 at 07:22 PM.
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Old 08-27-2010, 07:23 PM   #112
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Quote:
Originally Posted by Mikan View Post
Silly, yes, but likely not a bug. It fits with NGD's new balancing scheme of dividing up powers. The person involved likely just had high STR and wasn't suffering much from the "Weapon damage bonus -90%" penalty of Defensive stance to begin with.

Kind regards.
Well the label of it being a stance implies that they exclude eachother.
If it would be imbalanced we do not know, the armor system change didnt yet get values tuned and is obviously ridiculously broken with the current values.

I think its very likely a bug, at least until they change the name and desriptions on both of them.
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Old 08-27-2010, 08:13 PM   #113
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Soo, I was just wondering if you're going to take a look at Troll's Skin CD:




I hope this gets changed, it's pretty annoying when you want to log off after casting it only to use for 60 secs... waiting for that CD is a bitch. >.>
(PS: it used to be 30 seconds.)
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Old 08-27-2010, 08:33 PM   #114
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Since people are bringing up the resist evade system and how the new one kills you in RvR and you have no chance against this you have to notice some other stuff. Being knocked by someone won't equal straight death. You have mages that can dispel and now knights that can unknock you too. Playing will simply be more of a learning curve to help actual allies when knocked more. More awareness and team play will be encouraged I think. The old block, resist, evade method only meant that if you survived while being knocked it is because of chance only and that you were lucky. Now only skill of the team and timing will save you. I think it is an awesome change. And I think cc's like feint or ambush shouldn't be reduced because if they are it will be more or less like getting a single hit in, which would make it kind of pointless since you can simply run and hit opponent without a knock. Knock should guarentee some hits in my opinion, and this is especially nice for the barb class now. If they manage to get near you 1 on 1 it will finally cause damage for them. In RvR, someone knocks you, no big deal, someone might dispell you. If not, well at least the guy who knocked you isn't getting evade, evade, resist, resist, in his log.
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Old 08-27-2010, 08:50 PM   #115
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Quote:
Originally Posted by Ulti19 View Post
Since people are bringing up the resist evade system and how the new one kills you in RvR and you have no chance against this you have to notice some other stuff. Being knocked by someone won't equal straight death. You have mages that can dispel and now knights that can unknock you too. Playing will simply be more of a learning curve to help actual allies when knocked more. More awareness and team play will be encouraged I think. The old block, resist, evade method only meant that if you survived while being knocked it is because of chance only and that you were lucky. Now only skill of the team and timing will save you. I think it is an awesome change. And I think cc's like feint or ambush shouldn't be reduced because if they are it will be more or less like getting a single hit in, which would make it kind of pointless since you can simply run and hit opponent without a knock. Knock should guarentee some hits in my opinion, and this is especially nice for the barb class now. If they manage to get near you 1 on 1 it will finally cause damage for them. In RvR, someone knocks you, no big deal, someone might dispell you. If not, well at least the guy who knocked you isn't getting evade, evade, resist, resist, in his log.
Why having hit chance if you can just have knocks?
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Old 08-27-2010, 09:34 PM   #116
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Quote:
Originally Posted by chilko View Post
Today (friday the 27th) we added the following changes:

Summons: new zombies, new Golems and some damage have been adjusted (still preliminary)
Foresight: ranged increased to 10 to 20% from level 1 to 5
Parabolic shot: duration increased to 15-30 seconds. Range reduced 20 to 25%. (more range to marksmen less range to hunter)
BUG FIX: new network code fix for knockdowns (PLEASE TEST)
BUG FIX: attacking summons cannot be cast on another summon
BUG FIX: a bug was fixed that dispelled your pet when riding a horse
Thanks for the update on Stage 10.

Nice move the changes to Foresight & Parabolic!

May i ask if the armor system change is still in but modified or if you reinstated the old one?
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Old 08-27-2010, 10:06 PM   #117
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Quote:
Originally Posted by _Enio_ View Post
Thanks for the update on Stage 10.

Nice move the changes to Foresight & Parabolic!

May i ask if the armor system change is still in but modified or if you reinstated the old one?
Since I have no time to test, what are the changes to foresight and parabolic?
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Old 08-27-2010, 10:15 PM   #118
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The changes to the summons (Golems and Zombies) were awesome

The only problem I see is that the variety of Golems wont be shown at war much, as Golem is only availiable to lvl 37+ players who will (most probably) lvl it to 5.

After this I just feel like go dirty and play Warju

Edit: oh and the Large Fire Golem (lvl 4 skill) doesnt have a head.... is it intended?

Edit2: a suggestion - maybe the Summon Golem skill could be random at choosing which kind of Golem will be summoned? It'd be an interesting move to bring variety (unless you built the new summons with different damage types).
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Old 08-27-2010, 10:20 PM   #119
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Quote:
Originally Posted by frank1216 View Post
Since I have no time to test, what are the changes to foresight and parabolic?
Quote:
Originally Posted by chilko View Post
Foresight: ranged increased to 10 to 20% from level 1 to 5
Parabolic shot: duration increased to 15-30 seconds. Range reduced 20 to 25%. (more range to marksmen less range to hunter)
To be exact:
Foresight (passive):
lvl 1,2,3,4,5 -> 10,12,14,17,20% more range - Before: 5,7,9,12,15% more range
Parabolic (active):
lvl1 - 20% more range - 15/40 - 60mana - Before: 30% more range - 10/40
lvl2 - 21% more range - 18/40 - 75mana - Before: 30% more range - 15/40
lvl1 - 22% more range - 21/40 - 90mana - Before: 30% more range - 20/40
lvl1 - 23% more range - 25/40 - 105mana - Before: 30% more range - 25/40
lvl1 - 25% more range - 30/40 - 120mana - Before: 30% more range - 30/40

Generally Hunters will have 5% less range with Parabolic while marks will passively have 5% more range than before (Foresight 5 matches a hunters range with parabolic 1). However the max range of Marks hasnt changed.

As Marks to gain the full max range you need now both spells on 5 though as parabolic does now have different (even if only slightly different) range boni between the levels.

I also really like that lvl1 Foresight has been boosted greatly, allowing to see differences in range even for low aiming configurations/low points in Foresight.
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Fix the Marksman subclass: Suggestion

Last edited by _Enio_; 08-27-2010 at 10:46 PM.
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Old 08-27-2010, 10:42 PM   #120
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Quote:
Originally Posted by _Enio_ View Post
To be exact:
Foresight (passive):
lvl 1,2,3,4,5 -> 10,12,14,17,20% more range - Before: 5,7,9,12,15% more range
Parabolic (active):
lvl1 - 20% more range - 15/40 - 60mana - Before: 30% more range - 10/40
lvl2 - 21% more range - 18/40 - 75mana - Before: 30% more range - 15/40
lvl1 - 22% more range - 21/40 - 90mana - Before: 30% more range - 20/40
lvl1 - 23% more range - 25/40 - 105mana - Before: 30% more range - 25/40
lvl1 - 25% more range - 30/40 - 120mana - Before: 30% more range - 30/40

Generally Hunters will have 5% less range with Parabolic while marks will passively have 5% more range than before (Foresight 5 matches a hunters range with parabolic 1). However the max range of Marks hasnt changed.

As Marks to gain the full max range you need now both sells on 5 though as parabolic does now have different (even if only slightly different) range boni between the levels.

I also really like that lvl1 Foresight has been boosted greatly, allowing to see differences in range even for low aiming configurations/low points in Foresight.
CLAPS, CLAPS, CLAPS, CLAPS, CLAPS, CLAPS, CLAPS, CLAPS, ........
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