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Old 05-17-2011, 07:37 AM   #11
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Quote:
Originally Posted by _Seinvan View Post
Even if he was grinding, all it took was Feint to end the fight and that's what mostly matters imo.

Barb damage is fine (aside from flat out retarded SC spam), it's knocks that are the real issue here.
The damage is a little problem too... it's just too much to kill a person with three to four hits...
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Old 05-17-2011, 10:10 AM   #12
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Quote:
Originally Posted by ice_zero_cool View Post
The damage is a little problem too... it's just too much to kill a person with three to four hits...
You are lucky if you survive more than 2 hits....
In my case, kick or feint -> 2 hits (if i have 100% health) -> dead
Thanks to nullification of buffs when knocked.
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Old 05-17-2011, 11:50 AM   #13
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Quote:
Originally Posted by -Kalid- View Post
So you think your smart?

What in the world could I do when a barb attacks me from behind while grinding?

I use magic?
Kalid, you have to anticipate your enemies no matter what(especially in orc camp). I saw that you didn't activate your defense buffs on which he was able to hit you 900-1k. I also think its the reason why Archers have the immense defense so that pvp's would last longer.

The only problem I see here is that the knock system is completely ruined. There is no strategy with knockdowns except whoever clicks first.
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Old 05-18-2011, 09:45 AM   #14
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Fully agree.

Long time than knocked down effect should be removed from this game.

Snare, Dizzy, Freeze, Stun. That's really enough.
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Old 05-18-2011, 11:47 AM   #15
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Quote:
Originally Posted by Yogi View Post
Snare, Dizzy, Freeze, Stun. That's really enough.
These are all fine because you can still do 'something' under the effect of any one of them, knock is the only one where its all negative (you can't do anything, but unlike with freeze you aren't protected either)

Removing knocks altogether is drastic, but shorter durations or some sort of payback, like large chance to instantly get back up if hit, so its like a slightly better stun, would be fine.
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Old 05-19-2011, 09:41 AM   #16
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good reskill, look around and all will be ok!
if the barb dmg lost - who can destroy fort gate 4 lvl? he he )) lol
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Old 05-19-2011, 10:01 AM   #17
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Quote:
Originally Posted by Umaril View Post
Removing knocks altogether is drastic, but shorter durations or some sort of payback, like large chance to instantly get back up if hit, so its like a slightly better stun, would be fine.
I agree with that. I was thinking that a knocked target should be able to take only a maximum of damage, like 1OOO. If done, knock ends.
Then, if a barb use kick and deal 1000 damage (1 hit sometimes ^^), target wake up, knock last 1 sec.
If a hunter ambush someone, the duration of knock would be longer than a kick from barb then, for sure

But on topic, that's not only barbs OP in killing grinders, lol
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Old 05-20-2011, 12:51 PM   #18
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I am a hunter, and I do not feel barbs are over powered. Even with warmaster horn of wind, barbs have many setbacks.
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Old 05-21-2011, 12:37 PM   #19
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Quote:
Originally Posted by trulyem View Post
Kalid, you have to anticipate your enemies no matter what(especially in orc camp). I saw that you didn't activate your defense buffs on which he was able to hit you 900-1k. I also think its the reason why Archers have the immense defense so that pvp's would last longer.

The only problem I see here is that the knock system is completely ruined. There is no strategy with knockdowns except whoever clicks first.
I don't put defensive buffs when i am grinding.

Well, even if i activate the defensive buffs.. -200 damage less?
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