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Old 07-16-2010, 12:13 PM   #141
Vroek
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Quote:
Originally Posted by Zas_ View Post
I don't think anyone said that.
I know

You called it almost useless, implying that you think it only worked if it would exploit lag, phantom swings and position bugs to keep you safe or that it now needs improvments to meet you standards of spell called Escapist.


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Originally Posted by Zas_ View Post
We just said Escapist was impacted by phantom swings fix.
So it is harder now to use in some situations, it wasn't stated that this is intentional, as it is a side-effect of a fix.
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Originally Posted by Zas_ View Post
I'm perfectly happy with it, though unintentional changes have to be reported (see arrow trails thread ie.).
Unintentional change? This dont qualify.

First of all i think it wrong assumption, I always had a good success chance on getting close enough to some with escapist when server condition were ok.

Fixing these issues would make it work as used to, because these issues were not around when Escapist was introduced, hence no need to state if it was intended.
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Old 07-16-2010, 12:46 PM   #142
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Quote:
Originally Posted by Zas_ View Post
Most of your posts are not polite enough for me, but still i will answer:

- escapist is made to run faster
- escapist <- read again the name, read again the description
- what we said is that escapist was impacted by recent changes, nothing more
First if you want to talk about my "polite way" make a thread

Second how about you view from the point of a warrior

Archers can fight in range and in mele combat they have far more speed
and all their CC can be used in bouth range and close fights + they have instant sanc and can lover deffence and take half of warriors hp befor he can even get close to them

and warriors ALWAYS have to get in close range to cast CC
ALWAYS have to get in close range to attack
ALWAYS have to get a succse chain of CC to win
ALWAYS have to use speed buffs to have a chance in fight vs range

is that fair?
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Old 07-16-2010, 01:07 PM   #143
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I agree with all the changes proposed, except for the Alsius getting teleport to efe area. I think that it is fair they have to run that far, because in exchange they have easy access to the secondary forts that are basically a guaranteed capture. And Alsius uses this advantage, they rarely go to samal, almost always meni, and id say they go to alga a bit more than herb. Anyway just my opinion.
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Old 07-16-2010, 01:39 PM   #144
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This is quite a long thread and quite a task to read it all. For the most part I congratulate NGD for the fine effort that they made with this initial attempt to balance revisions. The discourse with the community is also quite good.

In my view NGD did listen to the community and took on board many of the weak areas mentioned by players. I always believed that they took them into consideration usually without actually acknowledging they did so. Presenting this information to the community is a bold step and one in the right direction.

Now, I noticed that many of us have become excited by the proposed changes and rightfully so because it is long overdue. However, I am reminded that this is an initial attempt and that nothing is set in stone. Also, I am quite sure that NGD will code this in such a way as to make even more granular adjustments as they improve the code base. Because I believe this, I feel comforted that if any 'mistakes' are made they can be adjusted and reverted if needed.

Balance is a difficult thing and perfect balance will never be achieved. I think we all know this. Also , balancing one thing may throw something else off so the pendulum will always be swinging one way or the other.

My approach to the current update is this. Wait and see, test , and don't pre-empt what might or might not happen. That is what the teething test phase is for. I also intend to focus in on the current changes without really worrying about the next round, when we get there we get there. I have struggled through phantom blows, aura changes, reduced damage, combat system changes and I am still here. As such I am prepared to rally through any changes and the hiccups that will invariably come.

NGD has ramped up delivery of promises this year and I am encouraged by that. Also encouraging is the renewed attempt to communicate with a sometimes tough crowd that this community is. I hope they keep it up and keep us in the loop to their changes. All in all I am satisfied with their current attempt and expect that the remainder of this year will bring many more balancing changes in armour, weapons, base damage, terrain, invasions, war zone structures, and spells. Good Luck NGD and may the will be with you to sustain the effort despite the challenges to come. Now I am off to Amun.

Cheers
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Old 07-16-2010, 01:50 PM   #145
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good ...
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Old 07-16-2010, 02:05 PM   #146
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Quote:
Originally Posted by chilko View Post
We just adjusted the range of melee weapons.
What are you talking about? can you be more noonspecific?
I was quite specific on page 3 of this thread. The normal hit range seems somehow buggy, its cut by up to 20% from what i tested. Might be not particularly novicable at close range but as marks with passiverange & parabolic its like range 30 bows -> range 25.

Range 0 spells are not affected just normal hits.
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Old 07-16-2010, 02:26 PM   #147
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Quote:
Originally Posted by _Enio_ View Post
I was quite specific on page 3 of this thread. The normal hit range seems somehow buggy, its cut by up to 20% from what i tested. Might be not particularly novicable at close range but as marks with passiverange & parabolic its like range 30 bows -> range 25.

Range 0 spells are not affected just normal hits.
It's the same for barbs, powers have higher range than normal hits, a bit annoying when using balestra.
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Old 07-16-2010, 02:46 PM   #148
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Quote:
Originally Posted by _Enio_ View Post
I was quite specific on page 3 of this thread. The normal hit range seems somehow buggy, its cut by up to 20% from what i tested. Might be not particularly novicable at close range but as marks with passiverange & parabolic its like range 30 bows -> range 25.

Range 0 spells are not affected just normal hits.
I'm glad someone in english forum also discover this. I tested the same thing yesterday and post it in spanish forums but there I have no answer.

In my test range was reducted by 15%.

R30 -> R25
R25 -> R21
R20 -> R17

I made this tests whit another marks (Carpi), asking for his precise position in the map, and shooting normals from max range allowed.
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Old 07-16-2010, 04:00 PM   #149
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Quote:
Originally Posted by Need_More_Invasions View Post
I agree with all the changes proposed, except for the Alsius getting teleport to efe area. I think that it is fair they have to run that far, because in exchange they have easy access to the secondary forts that are basically a guaranteed capture. And Alsius uses this advantage, they rarely go to samal, almost always meni, and id say they go to alga a bit more than herb. Anyway just my opinion.
Idealy every realm should have one near castle and one near minor-fort, in the case of Alsius being far from castles this is a disadvantage for them in invasions.

Being near Alga and having a teleport to Efe could make it considerably easier for Alsius to Invade Syrtis, so balance in that area depends where they put the teleport and where it sends user too.
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Old 07-16-2010, 04:00 PM   #150
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Quote:
Since you're talking about equipment:

FIX SHIELD DROP. WE WANT SPECIAL SHIELDS!

thats all for now.
love this XD
btw what about the knight issue? will be solved only by armor improvements?
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