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Old 07-21-2010, 08:02 AM   #31
MalaTempora
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Quote:
Originally Posted by ayexeyen_ View Post
About the CPU consuming here my theory... I'll try to explain it (with my bad english), the theory is called "hit cactus theory" . Maybe I am (really) wrong and this will not help you but a post cost nothing. Ok so, when you move around I suppose that you do some check on the terrain like when you hit a wall or a tree or an (ignis) cactus (basically to prevent that a player go through it). Now, instead of compare the distances between the conj and the players why don't make the auras a (mobile) property of the terrain? Now is a particular position that have a property it's not the conj anymore.

Instead of calculate the distances for each player and check it they are in range you could add another "check for properties of the terrain" for each player.

Could it help?
they would have to add "control bit" for each auras... (i use this solution
in a rogue-like game i'll do in far far 1992 during my test school time on C)
i'd done this way, creating map layer for each effect... but my situation
was different (map is square-dotted) they probably have to create map-grid-layer and this could be a way to try to discuss (yeeee you dev!!
brainstorm!!! DD)

(in another thread one guys tell NGD that this game by the fact that have
native linux client
have a really high percentage of informatic
skilled players... )
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Old 07-21-2010, 08:36 AM   #32
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Quote:
Originally Posted by londo79 View Post
100% right....

lets just imagine.... 3 conjus at front doors.... they pre-cast gh.... after that fort defence came out with some area spams. outcome gh saved ppl around including conjus....

but what will happen after next conju nefring.... conju may be unable to cast ie knocked confused and so on...

let me remind, that gh is also one of conju defence, especially joined with karma, steel skin and regnen

gh pre-casts will no longer be possible = bad bad idea

so once again NO for next conju nefring action....

support conjus are so rear soon we will see them only in gallery pictures as extinct class
For sure changing some powers from aura to area would also change their role. Taking the change to Greater Healing, for example, aura heal over time has much different tactical function than area heal burst. I think it's too early to call it a nerf though, it all depends on the specifics of this implementation. It also interlocks with the rest of this upcoming balance change, which seems to be huge.
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Old 07-21-2010, 08:45 AM   #33
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i'm not 100% convinced, i think greater healing is a great spell as it is now, it takes of the hard work (a bit) for a conj in support role, when your in a fort with about 20 ppl and u have only 2 or worse, 1 support conj, it will be very frustrating for that player since he can't heal them al at once, and we all know how bad it gets when ppl don't get healed/mana suplied, so i think greater healing should stay as it is, but that's just my oppinion.

regards
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Old 07-21-2010, 09:37 AM   #34
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I like ideas.
I would rather see conjus fire Mass Regenerate which would give players in 6m around him Regenerate spell on each than some active area with time. Same for healing etc. Knight 360 is also good.
Overall,
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Old 07-21-2010, 09:41 AM   #35
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1. After this greens can farm even more, because they have lot of conjus to spam so its easier to keep winning vs group that is smaller+only few conjus.(like now, but worse)

2. If pylon is removed/altered+gh too, how we can kill our bosses? It'hard enough already.. So after this: greens get 1boss drop per day while rest of us once a week if we are lucky

But if these things wont happen, maybe it's not that bad
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Old 07-21-2010, 09:45 AM   #36
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Quote:
Originally Posted by _Arwen_ View Post
By that I mean make them ranged areas if you have a target selected and if no target is selected, make the caster the target.
This I support wholeheartedly.

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Originally Posted by _Arwen_ View Post
Greater Healing

Cooldown: 120s

Mana Pylon

Cooldown: 90s

Mana Communion

Cooldown: 75s

Protection Dome

Cooldown: 150s
This I don't support at all. With such cooldowns less populated realms would not survive any superboss.
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Old 07-21-2010, 09:47 AM   #37
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We have not got significantly more conjus per player than any other realm, we just generaly have the most players of all class's at a war so though we have more conjus, they have more to deal with.

All realms Syrtis included needs these auras at the dragons, but I dont think this is a flat nerf to the auras, just a change to the way they work, they may even be more usefull, now they are not tied to the conju he can cast it then fall back instead of having to hang around in the danger zone.
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Old 07-21-2010, 09:51 AM   #38
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Quote:
Originally Posted by Umaril View Post
but I dont think this is a flat nerf to the auras
Old GH: 60s * 40hp = 2400hp/target with 120s cd left after GH ends
Proposed GH: 600hp + 10s*30hp = 900hp/target with 110s cd left.

Not a nerf you say, huh
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Old 07-21-2010, 09:52 AM   #39
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I agree with proposal, cannot wait to see this!!!
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Old 07-21-2010, 10:00 AM   #40
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Quote:
Originally Posted by Lumi_Alsius View Post
Old GH: 60s * 40hp = 2400hp/target with 120s cd left after GH ends
Proposed GH: 600hp + 10s*30hp = 900hp/target with 110s cd left.

Not a nerf you say, huh
It's not simply because it gives the Conjurer to reposition him/herself on a safer location. Auras like Greater Healing are best used vs area attacks but it also forces your Conjurers to stay at the center of an army, which is the worst possible place to be on area attacks.
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