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Old 08-27-2010, 12:06 AM   #1
Ulti19
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Quote:
Originally Posted by Gallus View Post
Agree with you Shining-Scias plus it makes meaningless you have high hit chance, much better have high knock downs.
I disagree completely. Resist, evade, block they are all chance/luck factors that ruin gameplay I think. And not only warriors can knock, so can all other classes. Isn't it awesome now, when you as a mage or archer knock an opponent you know that your next meteor, vamp or power hit, whatever it is will hit. It isn't annoying to get hit by someone when knocked, but when you as the person who knocks gets resist, resist, evade after knocking your opponent. When you down someone you expect to hit them, now this is finally delivered in my opinion. And remember after the first knock duration wears off and you stand you have that chance to resist/evade the 2nd chain. With sultar however, yes this can lead to never getting up, but in war that is what mass dispel is for ^^
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Old 08-27-2010, 05:22 AM   #2
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I like the change possibilty of stances...but i wish it was more of ALL classes in a way,

like a popular rts game for instance, players can choose an aggressive stance, with +50% dmg, +25% speed bonus and-50% armor or evade/protections, depending on class type.

a defensive stances adopts a -50% decrease in attack dmg, for 150% armor, with a 25% speed malus

and also normal stance which gave 100% of both attributes, with no drawback.

Im hoping that knights will ahve this kind of bonus some day, not the same range possibly..but still this is akin to it..and i believe that it should be mana and time independant. So i will have to try the system in place now..maybe ill enjoy playing knights again, as i honestly stopped playing them alltogetehr with the removal of 360 auras, just felt their role was greatly diminished to being a unwanted class in battle..with limited role as a backup for mage classes.
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Old 08-27-2010, 05:40 AM   #3
Barya
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Quote:
BUG FIX: Now Characters cannot Evade, Block or Resist when knocked down or stunned.
I think only blocks should stay even under CC. Thats wrong - knights are made for this/
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Old 08-27-2010, 07:58 AM   #4
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Quote:
Originally Posted by Barya View Post
I think only blocks should stay even under CC. Thats wrong - knights are made for this/
thumb up for this, let block survive the CC, maybe half the value but let us a little chance to read the white "block" raise up on our poor head!!




To NGD:
a very big thumb up to all the modify you made on, i can't say that all the
changes you done are on my wish list or that i agree with you on all the path


BUT


the game is changing so much that none can judge the overall situation
before a month or 2 of playing the new situations..

so, please, continue on your road but keep in mind that probably after
a XX months you must be ready (as you are now) to rebalance the things
that may result as "come out unbalanced" by this rounds of tweaks!


indeed, i'll continue support this game with my little strenght (occasional xym buy to take strange dress and item fusions for fun)

cause i don't find another game with a warzone so fun (and none of the
other games that i know have the dev's team so near to the gamers crowds)

go on NGD!
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Old 08-27-2010, 12:04 PM   #5
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Quote:
Originally Posted by Shining-Scias View Post
All these changes look great, except for this :
Quote:
:BUG FIX: Now Characters cannot Evade, Block or Resist when knocked down or stunned.
I am agree with Scias at this point....stakable speels like chains of sultars or knocks are not so great.
Imagine if you are under chain of sultar any player can cast hight dmg spells like beast atack or sc and another will work 100%.
So under 2-3 knocks your are dead 100%.
Combination like 2-3 warlocks and 2-3 barbs(with areas) will be lethal.
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Old 08-27-2010, 12:07 PM   #6
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agree, it's great that ppl can't evade/resist/block under knock but the stacking must be removed then.
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Old 08-27-2010, 12:24 PM   #7
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When knocked down they're should be a minus 30-50% you can evade/resist/block. And you shouldn't be able to evade/resist/block anything while resting.
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Old 08-27-2010, 03:13 PM   #8
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Quote:
Originally Posted by blood-raven View Post
agree, it's great that ppl can't evade/resist/block under knock but the stacking must be removed then.
I still think a less percentage of evade/resist/blocks would be better, to not transform knocks and stunts spells to a better hit chance spell.
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Old 08-26-2010, 10:18 PM   #9
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Quote:
Originally Posted by chilko View Post
hello everyone here goes:
[*]Unstoppable Madness: Duration reduced to 10 seconds in all levels. New resistance added: cannot attack.
Resistance levels adjusted to 40% to 90% from level 1 to 5. Maná reduced to 220-300. Cooldown reduced to 40 seconds.
Please don’t say that this is not good enough to cover the distance, Barbarians can run around 50 mts in 10 seconds (and that is without spring)
Just a bit of logic. The previous madness was doing a good job to cover the distances, the problem was the extreme mana cost and the problem of "cannot attack".

So: this new madness it is not an improvement to "cover distances" because the previous was doing the same job and it lasted longer.

Of course the resistance to "cannot attack" and the lower mana cost help a lot but TEN SECONDS is ridiculous. Fifteen seconds is already more reasonable.

With these new spells like fulminating and this new UM the barb will spend his time buffing without do anything...

I also think that a resistance of 40% at the first level is too low. Make it begin from 60% would be better.

The new resistance could make you think that this is an improvement but after a while I see another NERF for the barb. I am not happy...
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Old 08-27-2010, 10:52 AM   #10
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well i am happy with the new UM and i am a barb only thing you have to do is lvl um to lvl 5 and spring to lvl 5 and you have like 5 seconds left with um, sure not enough to kill a target but if it was

PVP it is pretty damn ballanced
RVR is another thing, now you need the double amount of wariors to rush down the openent (if you dont want to be knocked)
You should hide more in the battle and cast it..

but i would like it more if it is to 12 seconds (15 is overpowered again i gues)
but 12 seconds is reasonable (casting time have to be lowered to)
and CD to 35 and it is a very good spell again
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