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Old 01-27-2017, 02:36 PM   #111
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Originally Posted by Sentan View Post
Finally no more GOD mode against mages and archers as knight
You all know there will no longer be support knights after this right?

Instead of taking away all the protection how about trim it down to 50% at max level? Support knights still need some tanking ability and not just for 20 seconds...
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Old 01-27-2017, 02:54 PM   #112
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You all know there will no longer be support knights after this right?
Precise Block got 30 sec on cooldown and 9 sec Duration if you cast PB then Ao1 your PB will be ready again after 20 sec... then you will have to survive for 20 secs so both Ao1 and PB will be ready... add all auras from an allies such as Heroic Presence, Deflecting Barrier + passive resistances, new def stance and defensive WM jewells. I won't even mention dragon set bonuses and enhancements placed in armors. Huge buff against barbs and finally archers and mages will have chance to kill knight faster and at the same time knight will get ability to catch them. NGD also buffed support spells so I don't see any problem. New Paladin's Aid is just epic, SS+SW from 6 to 10 area as well. But of course we need to see how it will work on live servers.

<EDIT> Yes, mana will be the main issue for knight after this patch but they still can buff WM spell Blessed and instead of useless +200 hp change it to mana.
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Old 01-27-2017, 02:56 PM   #113
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Originally Posted by Sentan View Post
Precise Block got 30 sec on cooldown and 9 sec Duration if you cast PB then Ao1 your PB will be ready again after 20 sec... then you will have to survive for 20 secs so both Ao1 and PB will be ready... add all auras from an allies such as Heroic Presence, Deflecting Barrier + passive resistances, new def stance and defensive WM jewells. I won't even mention dragon set bonuses and enhancements placed in armors. Huge buff against barbs and finally archers and mages will have chance to kill knight faster and at the same time knight will get ability to catch them. NGD also buffed support spells so I don't see any problem. New Paladin's Aid is just epic, SS+SW from 6 to 10 area as well. But of course we need to see how it will work on live servers.
Only problem with it will be mana, especially now that SW and SS are 300 each.
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Old 01-27-2017, 03:06 PM   #114
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Originally Posted by Jippy View Post
You all know there will no longer be support knights after this right?

Instead of taking away all the protection how about trim it down to 50% at max level? Support knights still need some tanking ability and not just for 20 seconds...
Yeah exactly. Support knight, unlike knarb, needs to be on the pitch much longer time than the duration of Ao1. For knarb, yeah this is fine.

And talking about "9sec of precise block then 20 secs of ao1 and then survive another..." is just theory, precise block is situational spell. And also 9secs of standing still isn't very well time spent for knight for that mana cost.

Besides, the gap between OP geared knights and normal knights is just much wider now. Now knight with OP gear can still tank several fully buffed barb hits with defensive stance, where knight with common decent gear is just butter . We've tested it on Amun, so we can skip contradicting that fact

As I see it, with nerf of def stance, NGD succeeded to give ranged classes possibilities to hit knights, but completely wrecked the balance between knight and barbarian in rvr. I'd expect trade-off of those 150% AP in def stance for -40% melee damage received, not this nonsense.
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Old 01-27-2017, 03:58 PM   #115
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If knights need to hump trees to survive then I will just play my barb again (and so everyone else) so get ready for barb spam
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Old 01-27-2017, 07:34 PM   #116
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Originally Posted by halvdan View Post
As I see it, with nerf of def stance, NGD succeeded to give ranged classes possibilities to hit knights, but completely wrecked the balance between knight and barbarian in rvr. I'd expect trade-off of those 150% AP in def stance for -40% melee damage received, not this nonsense.
Not only in my opinion is there more unbalance against the knight but warlocks are even more overpowering against knight then they already where before. And now archers will rip knights apart because it is very easy to counter that movement buff for 3 seconds. Just cast an immobilize and or cast son of the wind and a slow debuff spell against a knight and their done for. Archers will run around the knight in circles. And with new pet? Bye bye knight.

Knights now seem even more complete trash then it was before. Isn't one of the main titles for this update "Balance"? Or am i correct in assuming that it was really only balance for certain classes?

And about that so called God Mod? Knight was never in God Mod. It is now clear to me that people just wanted to kill knights faster like they do other classes. And i think maybe NGD may have fallen for it or intentionally done it by removing the old ID and not giving the knight a proper replacement for this loose. Those who are warlock and say knight had God Mod clearly do not know how to play warlock or know how to play but are clearly biased against knight and want the changes for an even more easy kill like they kill other classes. I know some of those biased warlocks who never cared about balance in pvp but just more power for themselfs. pffs pethatic.
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Old 01-28-2017, 12:28 AM   #117
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Originally Posted by Ludwig-von-Mises-I View Post
...
Pretending that there's a conspiracy against knights, or calling others biased when you're clearly biased towards knight, doesn't contribute anything. We know that warriors suck against range in 1v1, but this game isn't balanced for 1v1. This thread is being read by NGD, so please make constructive criticisms instead of whining.

On Topic:

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Originally Posted by halvdan View Post
As I see it, with nerf of def stance, NGD succeeded to give ranged classes possibilities to hit knights, but completely wrecked the balance between knight and barbarian in rvr. I'd expect trade-off of those 150% AP in def stance for -40% melee damage received, not this nonsense.
Defensive Stance: I agree with Halvdan here. The damage received in Defensive Stance from ranged attacks should be increased, but melee damage should be reduced. Current Defensive Stance is not enough.

Protector's Temper: If Defensive Stance isn't going to be improved, please revert this passive back to 15% resists at Level 5. Currently it's not enough for tank/support knights.

Paladin's Aid: Please add to the description of Paladin's Aid that you must remain within 8 meters range for the duration of the spell.

Strategic Position: At only -15% and with a short duration, is anyone going to skill this? Defense points are already put into Acrobatics and Evasive Tactics.

Focus: Focus functions like a heavily nerfed Parabolic Shot. Are there any plans to balance the two spells so marksman might be inclined to use it?

Prominent Sight: This also seems to be a nerfed Parabolic Shot, and doesn't belong with the other pet skills. A skill that improved pets in some way might be more logical.

Wind Wall: Why nerf this? Keep in mind that mage armor point values were not raised with the introduction of WM jewellery. Reducing range back to their original values is not enough for -25% to be sufficient.

Sorry if I've said anything incorrect, haven't played some of these classes in a while.
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Old 01-28-2017, 01:11 AM   #118
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Quote:
Originally Posted by Tenel_Ka View Post
Pretending that there's a conspiracy against knights, or calling others biased when you're clearly biased towards knight, doesn't contribute anything. We know that warriors suck against range in 1v1, but this game isn't balanced for 1v1. This thread is being read by NGD, so please make constructive criticisms instead of whining.
You just admitted that knights are unbalanced against ranged classes yet when i say something of the like you say its a conspiracy theory? What? Or when i say NGD had something to do with it you call it a conspiracy theory when in fact they are the ones who make these changes? Its their game. Get it?

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Originally Posted by Ludwig-von-Mises-I View Post
And about that so called God Mod? Knight never had God Mod. It is now clear to me that people just wanted to kill knights faster like they do other classes. And i think maybe NGD may have fallen for it or intentionally done it by removing the old ID and not giving the knight a proper replacement for this loose.
This is a fact like in self-evident facts on the ground. I have tested them. It is a fact that the new spells for knights and their nerf do exactly as i say. They do more damage on knights and that 3 second spell buff is no recompense for their loose.

And saying that i am biased for knight makes no sense. I am only biased for balance and as i see it knight is the most unbalanced class when it comes to pvp with ranged classes which you just admitted to yourself. Anyways, if i talk more about knights thats logical because thats my main class.

If i was truly biased i would have asked for the removal of spells from lock which i think i have never done. I don't even think i'v asked for the removal for any spell on any class. I may be wrong.

Its funny and contradicting when people say its not about pvp balance when trying to hide their own ehm biases and yet complain that their specific class is so ehm unbalanced against this other ehm class in pvp. Now thats pathetic and contradicting and hard to find any balance taking advice from these kinds of people.

Regards.
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Old 01-28-2017, 03:07 AM   #119
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Originally Posted by Ludwig-von-Mises-I View Post
...
As I said, please make constructive criticisms instead of whining or writing unnecessary paragraphs.

If you wish to argue with me or spam some more, enable PMs and message me.
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Old 01-28-2017, 05:46 AM   #120
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Originally Posted by Artemo View Post
Try playing a hunter without op gear.
Try quoting me unless you already know what i play, so clearly you dont know.
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