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Old 08-25-2014, 05:31 PM   #391
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Originally Posted by Kyrenis View Post
Also nerf guards strike pls
What if Guards shout warnings in General (for both realms!) when an enemy gets within some range (before the guard's attack range)? It alerts players to the enemy presence (you know, like something a real guard would do) AND gives the enemy a warning they're getting a little too close before the guard attacks.

I like that the guards can clean house. It is a little annoying not knowing exactly where that imaginary line is. Particularly when you are laying there suddenly dead and see 'jajaja so noob' in the chat. Not that you know... that's ever happened to ME.
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Old 08-26-2014, 02:10 AM   #392
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Some recent thoughts about knights:

*Stone Temple: Can the 7% damage resistance be changed to physical resistance only? Mage damage on knights is already pitiful... If this was to make up for the nerf to the blunt/slash/pierce resists, it makes sense to make stone temple have physical resistance.

*Killing a knight: Mage spells all do low damage on a knight. The previously good way to just CC the knight and mana burn them. Vampirism and soul keeper work well, but locks need to have a health deficit to use them. With cooldown of mana burn being increased, there isn't really a good choice to use against a knight in def stance.

Knights will have a very good set of tools, up to 65% CC resist now with only -10% speed with overlapping coverage, ability to switch between good offense and very good defense with off stance/def stance and able to interrupt any chains with precise block. I get that knights should be able to tank, but it's pretty hard to kill a single knight, and ridiculously hard if there are more than one (able to pa/shield wall each other), even now. When CC's all get nerfed during update, it will be harder.

Some random ideas:

*Change fixed armor. Yeah, pretty sure you've heard this over and over again. I guess not in this update.

*Precise Block: Can't cast during precise block. Currently, knights can cast during precise block, allowing them to safely transition between stances and buff. Preventing knights from casting would give at least help prevent knights from having such impenetrable defense. Also, fix the visual animation so knights can't hide the animation by turning/resting/going out of combat stance.

*Defensive Support: With the -50% movement speed now changed to -10%, it's easy for knights to be running around with high CC resist. Seems a bit broken to have a class that has good CC resist that can always be up, with 2 instance knocks, multiple dizzies, multiple immobilizes and the only downside to the CC resist is -10% speed. The effectiveness is probably okay, I wouldn't change the value. Maybe change movement debuff to -25%? Reduce duration to cooldown or less than cooldown so other classes at least have some chance of CC a knight?

*Necromancy Tree: Currently is used somewhat reactively. Locks have to wait till they get a hp deficit, then heal with hp drains. What if we create a new spell in necro tree that let's locks trade hp+mana for damage against target. Damage would ignore armor and directly affect target's hp. Then, locks can start using vampirism and soul keep much more effectively offensively.

Not really sure what to do about archers. Yes, knights should be able to effectively defend themselves from ranged physical damage, but seeing how low archer damage is on knights is sometimes very frustrating.

The main issue is still fixed armor, but that will have to wait for another update I guess.
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Old 08-26-2014, 02:45 AM   #393
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Quote:
Originally Posted by DogFish View Post
Some recent thoughts about knights:

*Stone Temple: Can the 7% damage resistance be changed to physical resistance only? Mage damage on knights is already pitiful... If this was to make up for the nerf to the blunt/slash/pierce resists, it makes sense to make stone temple have physical resistance.

*Killing a knight: Mage spells all do low damage on a knight. The previously good way to just CC the knight and mana burn them. Vampirism and soul keeper work well, but locks need to have a health deficit to use them. With cooldown of mana burn being increased, there isn't really a good choice to use against a knight in def stance.

Knights will have a very good set of tools, up to 65% CC resist now with only -10% speed with overlapping coverage, ability to switch between good offense and very good defense with off stance/def stance and able to interrupt any chains with precise block. I get that knights should be able to tank, but it's pretty hard to kill a single knight, and ridiculously hard if there are more than one (able to pa/shield wall each other), even now. When CC's all get nerfed during update, it will be harder.

Some random ideas:

*Change fixed armor. Yeah, pretty sure you've heard this over and over again. I guess not in this update.

*Precise Block: Can't cast during precise block. Currently, knights can cast during precise block, allowing them to safely transition between stances and buff. Preventing knights from casting would give at least help prevent knights from having such impenetrable defense. Also, fix the visual animation so knights can't hide the animation by turning/resting/going out of combat stance.

*Defensive Support: With the -50% movement speed now changed to -10%, it's easy for knights to be running around with high CC resist. Seems a bit broken to have a class that has good CC resist that can always be up, with 2 instance knocks, multiple dizzies, multiple immobilizes and the only downside to the CC resist is -10% speed. The effectiveness is probably okay, I wouldn't change the value. Maybe change movement debuff to -25%? Reduce duration to cooldown or less than cooldown so other classes at least have some chance of CC a knight?

*Necromancy Tree: Currently is used somewhat reactively. Locks have to wait till they get a hp deficit, then heal with hp drains. What if we create a new spell in necro tree that let's locks trade hp+mana for damage against target. Damage would ignore armor and directly affect target's hp. Then, locks can start using vampirism and soul keep much more effectively offensively.

Not really sure what to do about archers. Yes, knights should be able to effectively defend themselves from ranged physical damage, but seeing how low archer damage is on knights is sometimes very frustrating.

The main issue is still fixed armor, but that will have to wait for another update I guess.
+1 to all this, except the necro spell. That would essentially let warlocks have an instant kill if the enemies health is at the damage thresh hold. Those spells would also go through mages energy barriers as well, and I think it could be too OP.
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Old 08-26-2014, 03:49 AM   #394
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Originally Posted by 3secretsofbattle View Post
+1 to all this, except the necro spell. That would essentially let warlocks have an instant kill if the enemies health is at the damage thresh hold. Those spells would also go through mages energy barriers as well, and I think it could be too OP.
Well that was kinda the point, that it would be an effective way for locks to actually attack targets with high defense. I guess this would be less of an issue if armor system was changed.

It just feel like a waste that only the elements tree can be effectively used for damage during war since all other warlock trees have spells with low damage or long cooldown (except for meteor). It seems that all the other classes have a basic damage spell at the bottom (forceful blow, ensnare, shield pierce, etc) that has a low cooldown. Necro barely has any damage, and only vamp can be used on mobs for damage.

Okay actual suggestion:
*Change stalagmite to cast time 1(maybe 1.5?) s, cool down 15 or 20? Puts it more inline with other first level spells. I mean archers now get to piggy back normals with 150% dmg shield pierce or dual shot, give mages some love too with better low position spells. It'll help lock grind as well, giving locks another useful spell to add into the rotation.

Not sure about the necro spell yet. I'll think of a different effect, but I like the idea of having an hp cost to the love so that vamp and soul keeper can effectively used. Might be a good chance to remove some useless spells (sadistic guard? possess summoning maybe?) I'll post it in suggestions sometime, guess it won't make this update.
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Old 08-26-2014, 11:31 AM   #395
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Quote:
Originally Posted by 3secretsofbattle View Post
+1 to all this, except the necro spell. That would essentially let warlocks have an instant kill if the enemies health is at the damage thresh hold. Those spells would also go through mages energy barriers as well, and I think it could be too OP.
if you ask me, that spell would be great, and not even that OP. You can always change the damage it does, if it is. Also, if you pay for that spell with hp, it will be rather tricky to use in many cases, no?

It would basically be the same as Ethereal Arrow. Nobody's complaining about that either.
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Old 08-26-2014, 12:28 PM   #396
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Amun updated:

We added a new feature: "Power Sets".

It consists in allowing to save your current skills under a name to be able to reskill faster. Each Power Set (with a maximum of 10 per character) costs 1500 Ximerin and each time it is used, it costs the same gold than while resetting powers.

This is not the final version of the interface, but we wanted it to go with this Balance update as it was the initial intention.
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Old 08-26-2014, 01:18 PM   #397
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Quote:
Originally Posted by Adrian View Post
Amun updated:

We added a new feature: "Power Sets".

It consists in allowing to save your current skills under a name to be able to reskill faster. Each Power Set (with a maximum of 10 per character) costs 1500 Ximerin and each time it is used, it costs the same gold than while resetting powers.

This is not the final version of the interface, but we wanted it to go with this Balance update as it was the initial intention.
That's fantasic premium item, Adrian! Thanks a lot!

I hope that:

1. It can be used anywhere, not only in inner zone / trainer.
2. It has some kind of delay after reskilling in which spells can't be cast, for example 10-20s. This will prevent reskilling during the fight.
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Old 08-26-2014, 01:38 PM   #398
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Quote:
Originally Posted by Adrian View Post
Amun updated:

We added a new feature: "Power Sets".

It consists in allowing to save your current skills under a name to be able to reskill faster. Each Power Set (with a maximum of 10 per character) costs 1500 Ximerin and each time it is used, it costs the same gold than while resetting powers.

This is not the final version of the interface, but we wanted it to go with this Balance update as it was the initial intention.
Can't wait to save myself 20 seconds and reskill using a 1500 ximerin power item
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Old 08-26-2014, 01:45 PM   #399
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Originally Posted by Hollow-Ichigo View Post
Can't wait to save myself 20 seconds and reskill using a 1500 ximerin power item
I would say that with 1.5k xim you buy power set slot in which you can put your skill set, not to pay xim every time you switch it.
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Old 08-26-2014, 02:11 PM   #400
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Originally Posted by Slartibartfast View Post
I would say that with 1.5k xim you buy power set slot in which you can put your skill set, not to pay xim every time you switch it.
yes, true
you have to sort the spells into the slots yourself every time, though, which takes most of the time anyways
but it's a good new feature I think
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