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#101 |
Master
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Posts: 422
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well, while we're at it.
I think it would be nice if spells were not only usable below level 5, but if most buffs also had a downside. Let's say, caution makes you 15% slower, defensive stance consuming mana per second, thirst of blood only for two-handed weapons and so on. Looking forward to the day when all spells will be equally worth skilling ![]() |
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#102 |
Initiate
![]() ![]() Join Date: Jan 2009
Location: New York
Posts: 227
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__________________
Alsius or nothing |
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#103 | |
Pledge
Join Date: Jan 2009
Location: hiding in the snow
Posts: 36
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I would say it is much more preferable to keep a spell's duration stable throughout its ranks and reduce other factors than making the duration so short its insignifficant. Example, a 2 sec ambush will be used by absolutely noone, a 5-6sec ambush with a 50% fail chance though will be conidered for as little as 1-2 points. |
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#104 |
Banned
![]() ![]() ![]() Join Date: Mar 2013
Posts: 273
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#105 |
Banned
![]() ![]() Join Date: Aug 2011
Posts: 4,089
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New changes have been uploaded at Amun.
Here's the changelog! Gameplay - System: - Added: Offensive Wall Camps. When a Realm vulnerates an enemy, if any player of that Realm dies in the hands of another player in the Realm Wall Door zone, "Offensive Wall Camp" can be used as an option to respawn. These camps are located farther that then defender's Wall Camps, but way closer than the nearest save. Visuals still to be modified (there are no props yet!) Their approximate coords are: Syrtis: 2806 3739 Alsius: 2104 2471 Ignis: 4052 2733 Note that this will have no effect in Realm Balance, as if it exists, it doesn't matter if they respawn near or far. Realm Balance is to be addressed with other features we will be adding in the next days. - Added: Offensive Wall Camp Guards. When the vulneration starts, guards from the vulnerator realm spawn there to protect the players. Note that this guards, quantity and all visuals are still to be enhanced. Gameplay - Skills: - Precise Block: Mana cost updated to 90/110/140/170/200. Duration changed to 4/5/6/7/9. Cooldown changed to 45 sec. - Escapist: Absolute Evasion Chance changed to: 100%. Duration changed to: 3/4/5/6/8. - Son of the Wind: Absolute Spell Resist Chance changed to: 100%. Duration changed to: 3/4/5/6/8. Gameplay - Interface: - Added: Skill status of "Only blockable / resistable at 100%". This already existed for several skills but was not being mentioned in the tooltip. This means that only if you reach 100% block or spell resist you could block or resist them. - Added: Movement Speed is shown in the Character Sheet. Gameplay - RNG Fixed: Chances not being properly calculated due to a general error. |
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#106 | |
Master
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Location: Poland
Posts: 472
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__________________
"There was a time above... a time before. There were perfect things... diamond absolutes. How things fall... and what falls... is fallen." CoR Soundtrack | SUGGESTIONS: Outdated spells | 2h weapons | Other suggestions Siwy |
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#107 |
Apprentice
![]() Join Date: Jun 2007
Location: United Kingdom
Posts: 71
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Excellent changes, looking forward to testing.
__________________
[ShadowForce > WM Barb] -- [Asahi > WM Hunt] -- [Shadow Force > WM Lock] -- [Juicy Lucy > WM Conj] -- [Vulcan Raven > WM Marks] -- [One Knight Stand > WM Knight] |
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#108 | |
Initiate
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Location: New York
Posts: 227
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__________________
Alsius or nothing |
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#109 | |
Banned
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Posts: 273
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The other changes are much, much better than the previous update. Best, |
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#110 | |
Pledge
Join Date: Jan 2011
Posts: 42
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I think the mana cost update is a good change. I am concerned that the new duration/cooldown will tip the balance of melee fighting entirely towards knights. With a duration of 9 seconds, precise block 5 means a knight can simply wait out the duration of UM. A barb has no good way to approach a knight. If you UM first, they PB and then chain knock you. If you don't UM, you get a spear range feint. If you UM to avoid the second knock, the knight just casts PB, waits out UM and then uses the second knock. Any CC is likely to fail given the 65% resist from def support and up to 25% knock resist from steadiness. The knight class is simply too safe, there is no risk involved. I think that the duration/cooldown should be left at their current values for now. I'd rather this update just focus on the RNG. Class balance is important and should have it's own separate update. |
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