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Old 09-17-2011, 02:13 AM   #151
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always the same.
wanna check our normal hits too?
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Old 09-17-2011, 02:43 AM   #152
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Originally Posted by Latan View Post
always the same.
Exactly, always you get biased offtopic defenses on legit questions that touch a balance thing. meh.

I wondered as it doesnt quite make sense when they leave some spells out of reduction when their intent is to reduce knock and dizzy durations in general.

And locks really dont need a buff via their cc, imho the increased range from archers is the biggest issue. But thats another thing and doesnt need further discussion here.
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Old 09-17-2011, 03:58 AM   #153
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i think NDG is aiming to some goals for every stage. the main goal of this second stage was to put a cap upon some CCs: 9/10 seconds for dizzy and 7 seconds for knocks.
the first one was about some spells over the top like range 25 knocks or BoW (even if i think the cut of the damage has occurred only to boost hunter's confuse in 1vs1)

i really don't see why you're focusing your attention upon meteor's duration. 4-8 sec is 1 second under new "standards" so i really can't see why it should be lower. we can argue with a spell/normals damage/effect comparison in further stages if/when more spells will be changed in duration/CD/mana and so on, but i really can't see why a spell duration that is fairly under the "cap" should be shortened
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Old 09-17-2011, 04:27 AM   #154
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Quote:
Originally Posted by Kaixo View Post
My conjurer still stays 19-22s doing nothing, so the unbalance is still there. Enough time to be killed.
It's 2.4x more time than silence.
Silence affects 1.5x more skills.
Silence is countered by more skills.
Well but at least if the archers really want to disable a conju for 19-22 secs they will have to spend 4 or 5 points in it, while they needed 2 points for the same duration previously.

Also, now Confuse is hunter-only, and unless the hunter ganks you alone and unbuffed by surprise on a treeless openfield, has got uber gear and uses cold blood, he won't kill that fast... Anyways support conj in PvP isn't supposed to survive...

But in RvR confuse isn't a big deal because of DI, and even if you're the only conju in a small group knights and locks can help and dispel you as noadays most of them carry dispel/protect ally...

Althought if I kind of agree Confuse effect is too crippling on support Conju and that Conjus should have a resist Confuse buff (or integrated in mind blank), however now that the duration has been drastically reduced and that it's in the hands of hunters only, I don't think it's necessary anymore.
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Old 09-17-2011, 07:52 AM   #155
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Resist for confuse is just really low. During all wars I resisted it 3-5 times. Mind blank 5 all the time.
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Old 09-17-2011, 08:44 AM   #156
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In common resist of spells which cripple my gameplay is very low. In this category is confuse, mind squasher, darkness, knockdowns.

Now confuse is more bearable which is good.

Running from warriors became a tough job with one of main mage knockdowns made 10m. Conju nearly do not have CC's now. At least most are melee range now which is quite dangerous.

A spell which got a good idea in it - Static Field can be made better. His range is too low and it is very very dangerous and not safe to use it around barbs.

MS is very dangerous spell. At least for mages. It brings all buffs and protection down, nearly no resist at least on my mages. This better be knight only to give to them more distinct role. I know this will can make alot ppl angry.

In all ways i see balance to go in good direction and things to move. Thumbs up NGD.
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Old 09-17-2011, 08:50 AM   #157
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Quote:
Originally Posted by ieti View Post
In common resist of spells which cripple my gameplay is very low. In this category is confuse, mind squasher, darkness, knockdowns.

Now confuse is more bearable which is good.

Running from warriors became a tough job with one of main mage knockdowns made 10m. Conju nearly do not have CC's now. At least most are melee range now which is quite dangerous.

A spell which got a good idea in it - Static Field can be made better. His range is too low and it is very very dangerous and not safe to use it around barbs.

MS is very dangerous spell. At least for mages. It brings all buffs and protection down, nearly no resist at least on my mages. This better be knight only to give to them more distinct role. I know this will can make alot ppl angry.

In all ways i see balance to go in good direction and things to move. Thumbs up NGD.
Lol u want make Tiger evil ? MS(5) is his favourite spell :d
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Old 09-17-2011, 10:06 AM   #158
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Quote:
Originally Posted by ieti View Post
MS is very dangerous spell. At least for mages. It brings all buffs and protection down, nearly no resist at least on my mages. This better be knight only to give to them more distinct role. I know this will can make alot ppl angry.
I think the wrong thing about MS is that it's in the hands of Barbs. I can't understand how a so devastating and frustrating debuff (best debuff?) can be let in the hands of the best damage dealers of the game, and even if it was working only 1% it would still be a nonsense in those hands...
This should be knights-only, it's more their job to debuff and annoy enemies anyways.
And before crying about the Blunt tree being more useless regarding Slashing without it, it's still possible to improve the blunt tree (and piercing one aswell).
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Old 09-17-2011, 10:11 AM   #159
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Quote:
Originally Posted by Shining-Scias View Post
I think the wrong thing about MS is that it's in the hands of Barbs. I can't understand how a so devastating and frustrating debuff (best debuff?) can be let in the hands of the best damage dealers of the game, and even if it was working only 1% it would still be a nonsense in those hands...
This should be knights-only, it's more their job to debuff and annoy enemies anyways.
And before crying about the Blunt tree being more useless regarding Slashing without it, it's still possible to improve the blunt tree (and piercing one aswell).
it's lock work to debuff enemies
Altho i agree in point that Ms i best debuff in game. better only Evendim ones
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Old 09-17-2011, 10:15 AM   #160
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Quote:
Originally Posted by NSer View Post
better only Evendim ones
Evendim's one is non-damaging at least
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