08-27-2010, 07:05 PM | #111 | |
Baron
Join Date: Jul 2007
Location: In Nekoko's lap ;)
Posts: 768
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And how exactly is this a problem?
- Two maxed trees to level 19 - Two spells to level 5 by spending 10 power points - It does not give 100% damage - I get normal hits of 42-48 on Goblors with this configuration - You still cannot cast any damaging powers Silly, yes, but likely not a bug. It fits with NGD's new balancing scheme of dividing up powers. The person involved likely just had high STR and wasn't suffering much from the "Weapon damage bonus -90%" penalty of Defensive stance to begin with. Quote:
- Stun: 100% chance to be dispelled by an attack - Immobilize: 50% chance to be dispelled by an attack - Dizzy: 40% chance to be dispelled by an attack - Confuse: 30% chance to be dispelled by an attack - Knock down: 20% chance to be dispelled by an attack And then remove the chances from spells such as Sultar's terror and Tremor, since they would no longer be needed. The problem is, this would make Dispel and Protect ally less useful in war where people are being heavily attacked, but in truth, they likely wouldn't survive anyway. That's the whole problem with crowd control effects to begin with - they are absolute death in war, and only balanced in PvP. Kind regards.
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Hannah Amelie • Catalina Nevena • Alicia Godwyn
Alsius Horus ✝ No chance of victory, no chance of defeat ✝ Frozen Flame Individually, we are one drop. Together, we are an ocean. An ocean of drama. Last edited by Mikan; 08-27-2010 at 07:22 PM. |
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08-27-2010, 07:23 PM | #112 | |
Marquis
Join Date: Aug 2007
Location: Germany
Posts: 1,843
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If it would be imbalanced we do not know, the armor system change didnt yet get values tuned and is obviously ridiculously broken with the current values. I think its very likely a bug, at least until they change the name and desriptions on both of them. |
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08-27-2010, 08:13 PM | #113 |
Baron
Join Date: May 2008
Location: Portugal
Posts: 940
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Soo, I was just wondering if you're going to take a look at Troll's Skin CD:
I hope this gets changed, it's pretty annoying when you want to log off after casting it only to use for 60 secs... waiting for that CD is a bitch. >.> (PS: it used to be 30 seconds.)
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Daar |
08-27-2010, 08:33 PM | #114 |
Master
Join Date: Mar 2009
Posts: 450
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Since people are bringing up the resist evade system and how the new one kills you in RvR and you have no chance against this you have to notice some other stuff. Being knocked by someone won't equal straight death. You have mages that can dispel and now knights that can unknock you too. Playing will simply be more of a learning curve to help actual allies when knocked more. More awareness and team play will be encouraged I think. The old block, resist, evade method only meant that if you survived while being knocked it is because of chance only and that you were lucky. Now only skill of the team and timing will save you. I think it is an awesome change. And I think cc's like feint or ambush shouldn't be reduced because if they are it will be more or less like getting a single hit in, which would make it kind of pointless since you can simply run and hit opponent without a knock. Knock should guarentee some hits in my opinion, and this is especially nice for the barb class now. If they manage to get near you 1 on 1 it will finally cause damage for them. In RvR, someone knocks you, no big deal, someone might dispell you. If not, well at least the guy who knocked you isn't getting evade, evade, resist, resist, in his log.
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08-27-2010, 08:50 PM | #115 | |
Baron
Join Date: Jun 2008
Location: Brazil
Posts: 622
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08-27-2010, 09:34 PM | #116 | |
Marquis
Join Date: Aug 2007
Location: Germany
Posts: 1,843
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Nice move the changes to Foresight & Parabolic! May i ask if the armor system change is still in but modified or if you reinstated the old one? |
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08-27-2010, 10:06 PM | #117 |
Master
Join Date: Jun 2009
Posts: 310
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Since I have no time to test, what are the changes to foresight and parabolic?
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Proud to be in the most beautiful realm: Syrtis LOTR-Gek, level 50 marksman. |
08-27-2010, 10:15 PM | #118 |
Initiate
Join Date: Jun 2008
Location: Portugal
Posts: 245
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The changes to the summons (Golems and Zombies) were awesome
The only problem I see is that the variety of Golems wont be shown at war much, as Golem is only availiable to lvl 37+ players who will (most probably) lvl it to 5. After this I just feel like go dirty and play Warju Edit: oh and the Large Fire Golem (lvl 4 skill) doesnt have a head.... is it intended? Edit2: a suggestion - maybe the Summon Golem skill could be random at choosing which kind of Golem will be summoned? It'd be an interesting move to bring variety (unless you built the new summons with different damage types). |
08-27-2010, 10:20 PM | #119 | ||
Marquis
Join Date: Aug 2007
Location: Germany
Posts: 1,843
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Foresight (passive):lvl 1,2,3,4,5 -> 10,12,14,17,20% more range - Before: 5,7,9,12,15% more range Parabolic (active): Generally Hunters will have 5% less range with Parabolic while marks will passively have 5% more range than before (Foresight 5 matches a hunters range with parabolic 1). However the max range of Marks hasnt changed.lvl1 - 20% more range - 15/40 - 60mana - Before: 30% more range - 10/40 As Marks to gain the full max range you need now both spells on 5 though as parabolic does now have different (even if only slightly different) range boni between the levels. I also really like that lvl1 Foresight has been boosted greatly, allowing to see differences in range even for low aiming configurations/low points in Foresight. Last edited by _Enio_; 08-27-2010 at 10:46 PM. |
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08-27-2010, 10:42 PM | #120 | |
Baron
Join Date: Jun 2008
Location: Brazil
Posts: 622
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