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Old 01-26-2017, 07:42 PM   #101
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Originally Posted by halvdan View Post
So basically, former Protector temple got de facto +3% physical resistance and Arcane constitution got -5% nerf.

This +3% physical resistance and -5% magical resistance alongside the additional +5% damage resistance bonus on Defensive stance is going to be the trade-off for 150% protection removal?
Is this trade-off going to be the change that will "provide strong resistance against higher damage dealers, such as barbarians."?


You can't be really serious. This update is just forcing knights going to play Knarb instead Tank + Support. Huge minus from me.
Well yea, they added a really nice support spell with the absorb one. But at the same time they improved knarbing by a lot.

When i tested def stance against marks today, it was really bad imo. It was a marks with quite bad gear, no wm jewelry and bad weapons. He did hit me around 130 thru def stance.
Only with def stance + caution 5 + deflecting barrier i was able to get it down to around 60.
Also just using sudden strike already increased the damage a lot.

That's still more than he would hit me with his gear on the current system with def stance alone.

Meanwhile tanking against barbs didn't improve by much either.

I feel like only way to properly tank now is to get the duration amu and pb 5 and rotate pb - ao1 - pb. And prolly block on a high lvl too and hope to be lucky. Gonna be really mana expensive.

Conjus will have one more class to take care of from now on.

And knarbs will have some fun in 1v1s etc.

Edit: Fort wars will be still fine probably. I think big scale open field will be a lot harder for knights though.
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Old 01-26-2017, 09:04 PM   #102
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Regarding spells such as Mana Burn, Mindsquasher, Divine Intervention, Camouflage Corpse: ...

Best!
Don't forget as well, to neft duration of those spells. Using them lvl +4 is too op
darkness
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Old 01-26-2017, 10:07 PM   #103
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Vista Prominente
Rango de ataque (%): 2 4 6 10 15
Reducción de daño de mascota (%): 25
Now you made this twice as worse. Pls just remove this spell, its boring and stupid. Hunters should simply not have it, nor will it do any good for the game. Why give them their 35 range back? thats what youre basically doing, and i actually want to make my pet useful for once
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Old 01-26-2017, 10:08 PM   #104
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No more 60 normal's on knights? Incredible
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Old 01-26-2017, 10:34 PM   #105
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Just replace Troll's Skin with the Knight's Haste spell and call it a day. No changes to knight's passive def or Def Stance is needed. The SW/SS range increase is good too, although I'd rather see Deflecting Barrier have the range increase instead.
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Old 01-26-2017, 10:36 PM   #106
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Finally no more GOD mode against mages and archers as knight
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Old 01-27-2017, 05:07 AM   #107
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Quote:
Originally Posted by Anunnaki View Post
Don't forget as well, to neft duration of those spells. Using them lvl +4 is too op
darkness
sadistic servants
Darkness was already nerfed, so was confuse. Nerfing them even further will make them just useless imho

What makes me wonder is...Which spell(s) will warlocks drop to get those buffed-up old ones
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Old 01-27-2017, 10:32 AM   #108
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Quote:
Originally Posted by Kimahri_Ronso View Post
Darkness was already nerfed, so was confuse. Nerfing them even further will make them just useless imho

What makes me wonder is...Which spell(s) will warlocks drop to get those buffed-up old ones
If DI will be nerfed then Darkness must be nerfed too. And you can't compare darkness with confuse, it is far more op.
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Old 01-27-2017, 10:37 AM   #109
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If DI will be nerfed then Darkness must be nerfed too. And you can't compare darkness with confuse, it is far more op.
DI (actually DI barbs) needs nerf and that fact is independent on darkness. Darkness got already huge nerf and it's still dispellable by PA. Darkness getting nerfed further would lead just to locks remove it from their setups.
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Old 01-27-2017, 11:06 AM   #110
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DI should be situational spell with maximum 20 sec duration but at the same time with lower cooldown 40/50.
I don't mind with lower duration of Darkness or Confuse but only if casting time will be shorter+global cooldown short/v short... it could make game more dynamic and fun.
About MS... 100% would be cool but only for an ally buffs with different cooldown per skill lvl... for example 80/70/60/50/40 sec.
Imo dispel needs some changes as well. Same as MS, 100% chance but with longer cooldown per power point levels: 35/30/25/20/15.
I don't know why NGD doesn't want to get rid of spells that are affected by randomness. At least they changed UM ;o
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