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Old 08-14-2014, 07:05 PM   #241
Cuchulainn
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If NGD makes UM 100% resist without nerfing it in another way, it will be far to overpowered. IMHO only spells which are used very rarely should be boosted.
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Old 08-14-2014, 07:46 PM   #242
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Quote:
Originally Posted by Cuchulainn View Post
If NGD makes UM 100% resist without nerfing it in another way, it will be far to overpowered. IMHO only spells which are used very rarely should be boosted.
100% cc resist instead of 90% just removes the frustraiting part of odd random flukes, it would hardly do anything to actual balance of the spell/game.
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Old 08-14-2014, 07:58 PM   #243
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Hello there everyone!

We've just uploaded a few more changes to Amun's version. Please share your feedback with us, as we move on to the final version we're aiming for.

The changes are:

Gameplay - World Map
- Fixed: Relogging in Imperia castle to re-appear in front of it with resurrection dizziness.
- Fixed: Kervyn Cairndweller (NPC Alsius) doesn't fall into building colission anymore.

Gameplay - Combat and Powers functionality
- Fixed: Reset powers now check for "orphan" powers. Those that had missing power points because of previous power modifications can now reset, relog and get those power points back.
- Fixed: Skill casting is now interrupted when equipping or unequipping items.
- Fixed: The pet now appears after dismount.

Gameplay - Balance Tweaks
Mind Blank: Mana Cost: 100-130-160-190-220; Cast time: 1 sec; Cannot cast damage powers.
Divine Intervention: Cooldown: 90 secs ; Duration: 10-25-40-55-80; Mana Cost: 75-100-125-150-175
Heal Ally: Health 100-250-400-550-700
Regenerate Ally: 10-21-32-43-55
Sultar's Terror: Range reduced to 30 meters.
Cold Blood: Changes have been reversed.


Best regards!

Last edited by Frosk; 08-14-2014 at 08:17 PM.
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Old 08-14-2014, 08:12 PM   #244
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Quote:
Originally Posted by Frosk View Post
Divine Intervention: Cooldown: ; Duration: 20-40-60-80-100
Seems you've forgotten to list the cooldown :P
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Old 08-14-2014, 08:15 PM   #245
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Quote:
Originally Posted by Kyrenis View Post
Seems you've forgotten to list the cooldown :P
Sorry! Added
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Old 08-14-2014, 09:04 PM   #246
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Quote:
Originally Posted by Frosk View Post
Cold Blood: Changes have been reversed.
Are you sure this is a good idea? With just an amulet and this spell, damage really gets high. 5 hitting a level 60 warlock is hardly fair
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Old 08-14-2014, 09:05 PM   #247
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nice changes, it keeps getting better!

Quote:
Originally Posted by Frosk
Sultar's Terror: Range reduced to 30 meters.
why is that? Sulzing was the only spell where ANY of the staff values actually matters. Now you don't even need a range 30 staff anymore

concerning DI: Nice change, although I think that firstly, DI needs a permanent animation and even more importantly secondly, UM+DI is too strong when combined (I think I said that somewhere already, sry)

Quote:
Originally Posted by Hollow-Ichigo
Are you sure this is a good idea? With just an amulet and this spell, damage really gets high. 5 hitting a level 60 warlock is hardly fair
The problem isn't cold blood, it's the way amulet damage (or armor calcultaion, you decide) disproportionately distorts ones damage (specially for archers).
"Normal" hunters urgently need cold blood

PS. @NGD
Have you ever considered to actually include the France & German community into gaining feedback about current game development? If any of them wanted to take part in any discussion, they have to use a proxy server to register.
The German GM team is quite motivated at the moment (inept but motivated), they'd love to send you some ideas, I bet.

PS2.
you also forgot to add some changes about mind blank (cooldown, activatable stuff)

PS725.
when having mind blank and/ or steel skin active, you can still cast will domain, silence, mind push, imps etc.
guess this is intended

Last edited by schachteana; 08-14-2014 at 09:43 PM.
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Old 08-14-2014, 09:10 PM   #248
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Quote:
Originally Posted by schachteana View Post
The problem isn't cold blood, it's the way amulet damage disproportionately distorts ones damage (specially for archers).
"Normal" hunters urgently need cold blood
Nerf the amulets pl0x
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Old 08-14-2014, 10:06 PM   #249
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Quote:
Originally Posted by Hollow-Ichigo View Post
Nerf the amulets pl0x
You mean nerf OP boxed bows and stuff? Seriously, i gotta agree with scias, point of playing with numbers when the design is still flawed?
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Old 08-14-2014, 10:16 PM   #250
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I don't really feel well for the changes to mind blank (suggestion in a previous post) but I think only time will tell how this change works out.

Problems I encountered:
  • Mind Blank lost it's animation
  • Steel Skin still has the modifier "Cannot cast damaging powers" - Intended?
  • DI durations is still too long for being such powerful. Now mages with MB don't have a chance to avoid their attacks. Maybe duration could go down to darkness duration times two
  • SotW and Escapist still have a typo in the german translation
  • Stalker 1 still lasts 300 s

Last edited by Ryan_Carmon; 08-14-2014 at 10:41 PM. Reason: Found another one
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