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Old 07-17-2010, 09:25 PM   #211
ov3rcl0ck
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Warriors are still shit against archers... =\

Still no mention of Dual Wielding, Dky Sven said it was coming soon, I thought he said it was coming with the server transfer or balance update or something.

Last edited by ov3rcl0ck; 07-17-2010 at 09:36 PM.
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Old 07-17-2010, 11:01 PM   #212
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Quote:
Originally Posted by ov3rcl0ck View Post
Warriors are still shit against archers... =\

Still no mention of Dual Wielding, Dky Sven said it was coming soon, I thought he said it was coming with the server transfer or balance update or something.
I would prefer that that they improved the fundamentals like the positioning code, improved fluidity between a normal strike and a spell cast and armours before they touched the dual wielding. If those fundamentals are not working smoothly then dual wielding will have no impact on gameplay.
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Old 07-17-2010, 11:02 PM   #213
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I may be the only one who is seing some changes weird.

Crowd control spells not stacking is good. I don't know about immunity though, we will have to check how it works.
The char I play the most now is a lock, and I'm kinda worried about how this is going.
If sultar is a problem in RA with many chains, sure, it's okay to change it.
But you are modifying global cooldown,and arcane devotion. Isn't it too much?
Why don't you take it step by step and see how it works?
Don't make the same mistake as you did with marks , now that class need more power (yes only shooting normal and relying on gear is dull).

And more importantly, I don't know your way of thinking, but really, are the locks the biggest problem to deal with?

I play on Ignis horus, and as we all see it, hunters are a real problem. They can kill easily out of camo, and if they can't, they still can run easily too. Horus is not populated, no big hunt parties, so they have it easy to kill in warzone.
Maybe it's time to avoid further delays and deal with this situation eventhough it will take more effort and time?
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Old 07-17-2010, 11:15 PM   #214
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I never said dual wielding was coming soon. I just said NGD is working on it.
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Old 07-17-2010, 11:36 PM   #215
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Hi Catelyn,

Chilko wrote this:
Quote:
we are proposing the following:

global cooldown will not be class based but skill based

Right now:
Mages have 1 second
Archers have 1.5 seconds
warriors have 2 seconds

We propose to add 5 levels of global cooldown

very long (3 seconds)
Long (2.5 seconds)
Normal (2 seconds)
short (1.5 second)
very short (1.0 seconds)

Still, warriors skills will be mostly have normal cooldowns and mages will have very short cooldowns. But this will allow us to make assist skills (for every class) with shorter cooldowns and very powerfull CCs with longer global cooldowns.

Both of this scenarios will add an extra layer of team play as assists have a lower penalty and also considering that if a mage launches a big CC he may need another player to deal the damage ASAP.

what do you guys think?
Hopefully this would allay your fears about the GCD for locks and mages in general. The only question that remains would be which spells fit within which GCD bracket. As for the nerf to arcane devotion, I think Chilko mentioned that the calculation changed from casting time to casting speed.
There is an extensive explanation here:

http://www.regnumonline.com.ar/forum...ad.php?t=62826

My understanding of that new system will mean that we are now working on the law of diminishing returns rather than a straight line method. If I understand it correctly, the more +CS% the less improvement you gain as you go higher. This can only help to extend wars and make tactics ever more important.

I hope I got that right .

Art.
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Old 07-18-2010, 12:04 AM   #216
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And I think that's a good change for locks, but I still think NGD needs to be careful when adressing the Mage class.

I just wish healing spells were instant, and they are way more mana than they used to be last time I played the class. If summons need to be weaker so that conjus are more powerful in fort wars that would be fine with me.

I am just worried that my conju, who is now lvl 33, is a char. that I want to use as support in wars really badly, but with the GCD of 1.5 and the casting speed nerf; I am just worried that they will be unplayable.

I guess we will just have to wait and see.
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Old 07-18-2010, 12:49 AM   #217
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Quote:
Originally Posted by ov3rcl0ck View Post
Warriors are still shit against archers... =\
......
Realy?
And how this?
One example will be welcomed...
Or come with arguments since is general discution about balance.
PS:I play both barbarian and marksman.
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Old 07-18-2010, 02:58 AM   #218
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Quote:
Originally Posted by chilko View Post
we would love to do this... but we think that people will kill us.

the other thing that we would like to do also is for every power to start in 0 so people would have to spend points for every spell and there are no cool freebies.

but we think that people will kill us for that too
Hey chilko,

In my opinion these changes would be fine if you gave everyone more power points to suite.

Taking into account that many spells have been fixed, added, or nerfed since beta (thus making them useful only at lv4/5 in war), then I'd say players would need a good 75 power points on such a system. I've played the game for three and a half years and to be honest I think that the power system is getting very stale. Simply put, it was designed for a game that was in beta, and to me it seems like it was never meant to be used, patched and worked around for all of this time on an ever changing gameplay foundation.

I think it's time for NGD to try more extreme approaches to balancing and just ignore the nay-sayers. You are going to piss traditional players off anyway, I would rather the flexible and adaptible (and dare I say loyal) players get something good out of it in the end, because they are the kind of players you are going to be stuck with on a long-term basis.

Kind regards.
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Old 07-18-2010, 04:49 AM   #219
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I love some of these changes (specifically new quest(s?) to get rings/amu from other realms, I'm interested to see how that one will turn out )

but some of them I'd like to wait and see first before forming an opinion; for instance the one for a teleport in alsius to efe, because it will depend on where the teleport is and where you will end up after using it (I'm repeating what other ppl said )
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Old 07-18-2010, 05:32 AM   #220
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Quote:
Originally Posted by Mbwana View Post
I love some of these changes (specifically new quest(s?) to get rings/amu from other realms, I'm interested to see how that one will turn out )

but some of them I'd like to wait and see first before forming an opinion; for instance the one for a teleport in alsius to efe, because it will depend on where the teleport is and where you will end up after using it (I'm repeating what other ppl said )
And wondering if Syrtis can use this teleport to go faster near Eferias from Alsius warzone to defend our castle.
Of course I'm sure Ignis can also use it to go near Shaanarid faster (their castle is not so far from Eferias).

So, Alsius will get nerfed again, they won't get a teleport in enemy warzone to go near their castle.
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