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Old 08-09-2010, 11:02 PM   #11
Topogigio_BR
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In fact for marks seems damage have gone even lower. Without spells i am doing 40-55 on ancient sabertooth with fast sb.
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Old 08-09-2010, 11:11 PM   #12
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Well i dont thinkk itd be god mode like the old one, but it will give hunters some more chance to dps I guess, I cant say till i test though. I hope both will allow the cancel of camo though, even if resisted or evaded.

(since it was common for hunters back in the day of old sotw to use rapid shot+dirty fighting and fill them with normal hits, then camo while under sotw yet. I remember most of my fights using old sotw being like this, if it didnt fail, I could do some nice dps that made up for the fact I had no offensive spells to use.

I do agree on maybe lowering the usable time for it though, so both cant be on simultaneously for duration, because their cooldowns are the same. This would make easy Uncamo confuse sotw+escapist combos deadly..not to mention the fact that old sotw had a "no dmg skills" debuff.
so maybe making it so under escapist can only cast normals? as it seems more like a tanking/run away skill. Maybe even something like "archer is concentrating solely on evading all attacks, so he cannot cast non damaging powers? Or maybe even none, I think they should have some limitation, so they can either do heavy damage under it, but cant do most trick skills, like distract shot, ambush, confuse. I could see a possible role of uncamo, cast escapist+sotw, and have enough mana to confuse conj, distract shot another, ambush another player, and stun fist another. Thats alot of players out of combat for a bit. Im just throwing out possibilities, dont even know if all are even goning to work or my ideas may suck, IDK.

I don't know, just an idea, I just don't want itt to be uncounterable like the old one, where hunters could uncamo, confuse conj and kill him without any fear at all. as it stands id have 15 secs to do the job, and a possible 10 secs to escape back to ally lines.
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Last edited by Kittypretty; 08-10-2010 at 02:26 AM.
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Old 08-09-2010, 11:14 PM   #13
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Seriously i dont like that SoW & new Escapist create more situations you can barely counter.

Would you mind to further tweak the cost, CD and change the Duration to 3,4,5,6,7s? It shouldnt be a spell you use to tank heavy incoming attacks for such long amount of time.
Especially the combination of the new Escapist and SoW will be seriously retarded. 7s is more then enough to use it tactically but not long enough to unleash deadly combinations.
It would also limit its use as a get out of tricky situation. Well timed or antizipated use would still be greatly rewarded.


For the range changes. I would prefer to make the range of bows not a plain +5 but a
+0 for range 20
+2.5 for range 25 and
+5 for range 30 and tweak maybe a little the damage increase for the shorter ranges.

It made some sense that the spell range steps was matched with the bow ranges (which increased power on those closer steps).

The more close you were the more dps you could do for the cost of being vulnerable to more (and maybe more powerful) ranged spells.

Casttime on Lp should make it more fair in the sense of escaping a chained cc after a knock. (non archers couldnt just spam a spell to get out of a often 100% death situation) +1 for this.

The lack of speed for my preferred class bothers me a bit. Hopefully the lost dynamic it offered will be traded for some new dynamics that can strategically used and bring more fun. Static play is just boring.
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Old 08-09-2010, 11:17 PM   #14
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I can't test the changes on Amun yet so Ill give my full opinion when I do.

I just guess Ill repeat what I said before

PLEASE LOWER ATTACK SPEED/ARMOUR OF MOBS AND TAKE AWAY THEIR POWERS.

Also, I think the reason they gave hunters new escapist+new cold blood+omni (omni+cold blood should be moved to tricks/lb/sb so marksman have it too imo) is that they still haven't nerfed pets and I think that there is a high possibility that they are going to remove them or severely lower their dmg.
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Old 08-09-2010, 11:26 PM   #15
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Quote:
Originally Posted by _Enio_ View Post
Seriously i dont like that SoW & new Escapist create more situations you can barely counter.

Would you mind to further tweak the cost, CD and change the Duration to 3,4,5,6,7s? It shouldnt be a spell you use to tank heavy incoming attacks for such long amount of time.
Especially the combination of the new Escapist and SoW will be seriously retarded. 7s is more then enough to use it tactically but not long enough to unleash deadly combinations.
It would also limit its use as a get out of tricky situation. Well timed or antizipated use would still be greatly rewarded.


For the range changes. I would prefer to make the range of bows not a plain +5 but a
+0 for range 20
+2.5 for range 25 and
+5 for range 30 and tweak maybe a little the damage increase for the shorter ranges.

It made some sense that the spell range steps was matched with the bow ranges (which increased power on those closer steps).

The more close you were the more dps you could do for the cost of being vulnerable to more (and maybe more powerful) ranged spells.

Casttime on Lp should make it more fair in the sense of escaping a chained cc after a knock. (non archers couldnt just spam a spell to get out of a often 100% death situation) +1 for this.

The lack of speed for my preferred class bothers me a bit. Hopefully the lost dynamic it offered will be traded for some new dynamics that can strategically used and bring more fun. Static play is just boring.
Enio that short range damage inst the exact use of dirty fighting?
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Old 08-09-2010, 11:27 PM   #16
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I don't know if it is a bug or feature.....

I tried protector aka Defensive Stance using no other buffs and a fairly balanced armour set.

Besides my tests with Faith and Klutu, I also tested with archers and a sm conju.

It seems that once I am under attack , normals or damage spells from ranged, I can activate DF Stance and it works as prescribed. In other words it mitigates the damage and my own attacks are dulled by the prescribed amount. I can't cast damaging spells as expected but I can cast spring , etc.

When I try this with a melee however, Once I am under attack the spell does not seem to activate. At first I thought it was just due to calculations of armour points and their weaknesses but still it should do some mitigation. I got no damage reduction at all.

So I tested pierce and saw no mitigation, same for slash and blunt. I was able to damage and cast as normal too. I thought then I must have clicked the toggle twice and deactivated it by mistake so I was really careful to make sure I did not do it. I stood still and made sure not to hit any spells and possibly trigger some sort of deactivation. Same result.

In one odd PvP I decided to kick then hit the spell and it worked versus blunt attacks. Now, I noticed this since the spell first came in but I decided to keep testing to make sure I wasn't the one making a mistake.

If I cast this spell well ahead of time and under no attack it usually does its job against melee.

This operation also happens versus mobs too. Hit it and run in and you are okay. Try to hit it under fire and it does not seem to activate even though the Icon is up and timer running down. This is only in a melee type situation.

I will continue to test it. In other reports this update is looking decent. I did a PvP versus another knight with ~5014HP versus my measly 4330 and I was on slash versus their blunt. I was actually able to win a few with such odds stacked because of a tactical style I cooked up on the spot.
Anyone who says versatility will be lost in this update needs to come to Amun again and think outside the box. There are hidden possibilities here.


Edit: Almost forgot, the DF Stance animation "sticks" not giving you a proper feedback to whether it is active or not. Rather irritating.

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Old 08-09-2010, 11:37 PM   #17
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looking at barbs, i can notice the fix...thanks for that =)
looking at hunters, well we gots kinda buffed now lol even though this is my secondary class.
looking at marks, i really don't see the damage difference to be honest o.O its still the same 250-350s depending on your bow's speed, setup that you're using e.t.c.

I'm not really a big fan of warlocks but can you explain why you made soul keep unable to work against mobs? I remember speaking to locks when as they got the skill for the first time said it made grinding easier cause now they rest alot less..could that be the reason?
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Old 08-09-2010, 11:41 PM   #18
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I really dont like what you have made to soulkeeper. it was a very good spell that perfectly mtached the fragily and power of locks. Plus locks are mages, and as mages rely on spells to do something in game, without soulkeeper locks can on rely om vampirism to regem hp/mana.

I am very worried how locks game play will be if they cant self sustain with mana.

The only option is to use vampirism/ambitious and have constantly mana communion on. But Mana communion is yet a spell that consumes to much mana.
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Old 08-10-2010, 12:27 AM   #19
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I didn't see the damage increase either, though I am loving the change to the range. I'm using a slow bow and I'm only doing 200-250 on unbuffed mages.
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Old 08-10-2010, 12:30 AM   #20
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Quote:
Originally Posted by Toby81 View Post
I didn't see the damage increase either, though I am loving the change to the range. I'm using a slow bow and I'm only doing 200-250 on unbuffed mages.
Yea, and imo the rang isn't going to be enough to compensate for the much lower damage.

Marksmen need that "something" is missing.
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