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Old 08-27-2010, 11:07 PM   #121
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Quote:
Originally Posted by Mikan View Post
Crowd control effects need a chance to be dispelled upon each attack to help solve this situation:
- 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
I like the idea, it will solve many things (ie. confuse still useable to calm down a too active support conj, but not OP in PvP, chained knock downs will let you have a chance to survive, and dispells are still useful,...)

+1
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Old 08-27-2010, 11:25 PM   #122
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Quote:
Originally Posted by Mikan View Post
- 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
Stun ok, but haven't you, too, been one who complained about the "chance spells" in this game?(ignore this part, if you didn't^^ ) that's not directly a "chance-spell", but a chance is a chance, it doesn't matter whether it is the chance to resist the effect of a spell or the chance to get "dispelled" by a normal hit.

A nice idea, yes may be, but I don't like it.
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Old 08-27-2010, 11:33 PM   #123
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Quote:
Originally Posted by Mikan View Post
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.
tbh I wouldnt like these changes.


Single target cc in war is already comparably hard to give impact on the battles. A direct nerf to cc effects reliability would encourage pure damage/defense stacking instead of trying to gain advantages in fights with the help of tactical cc.

Then another downside i see is the increase in randomness.


Im quite positive with the current amun changes that the support from a team can counter the power of cc in war better (more aviable dispells, boosted defensive aura effects, generally less damage).

Additionally we have considerably bad visual feedback on some spells like confuse or dizzy (it should be a huge boom effect you really see well considering how devastating it can be) or the problem with animations showing on resists etc. I hope this will be addressed sometime.
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Old 08-27-2010, 11:49 PM   #124
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Quote:
Originally Posted by _Enio_ View Post
To be exact:
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):
lvl1 - 20% more range - 15/40 - 60mana - Before: 30% more range - 10/40
lvl2 - 21% more range - 18/40 - 75mana - Before: 30% more range - 15/40
lvl1 - 22% more range - 21/40 - 90mana - Before: 30% more range - 20/40
lvl1 - 23% more range - 25/40 - 105mana - Before: 30% more range - 25/40
lvl1 - 25% more range - 30/40 - 120mana - Before: 30% more range - 30/40

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.

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.
I indeed would like to see fixed time and just mana and range variation in lvls, but this could be a little overpowered.
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Old 08-28-2010, 12:26 AM   #125
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Quote:
Originally Posted by chilko View Post

Foresight: ranged increased to 10 to 20% from level 1 to 5
Parabolic shot: duration increased to 15-30 seconds. Range reduced 20 to 25%. (more range to marksmen less range to hunter)
Taking into effect the current changes, I think the unwritten vision for Marksmen by NGD is his role as a long range sniper.
I like the way you guys have taken effort to differentiate between hunter and marks roles.

Also please review our damage in the same context, and area support as well. We still share our (somewhat decent) areas with the hunters.
Lightening arrow costs too much mana and too undependable.

Just by virtue of us being long range snipers, using our positional skills to score kils, we are cut off from the main group (read conju support), leading to more mana problems.

Please do something to not make us sit out of the battle for half the time, or choose to do normals without recharged (basically be another hunter without pet or camo).
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Old 08-28-2010, 01:46 AM   #126
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Quote:
Originally Posted by ice_zero_cool View Post
Stun ok, but haven't you, too, been one who complained about the "chance spells" in this game?(ignore this part, if you didn't^^ ) that's not directly a "chance-spell", but a chance is a chance, it doesn't matter whether it is the chance to resist the effect of a spell or the chance to get "dispelled" by a normal hit.

A nice idea, yes may be, but I don't like it.
I'd rather CCs have damage limits before breaking.

For example, as soon as any dmg is dealt to the target, stun breaks.
When the target loses 20% of their max hp during one immobilize, immobilize breaks.
When a target loses 30% of their max hp, dizzy and confuse break.
When a target loses 40% of their max hp, knock breaks
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Old 08-28-2010, 02:28 AM   #127
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Quote:
Originally Posted by chilko View Post
[*]BUG FIX: Now Characters cannot Evade, Block or Resist when knocked down or stunned.
The new terror chain is better then the old one ... maybe.
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Old 08-28-2010, 04:11 AM   #128
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Stage 10, I just logged to test it, this is from me:

First I had to state it, regarding previous comments.
I don't like that some of the players testing game (even though helping in fixing bugs for their own class) comment on barbarian skills, which they don't even have on 50lvl or don't like to play.
I smell "make my class the best and nerf those that I don't play" business.

My opinion about new possible UM
  1. I like the idea of UM being instant now and lower cool-down, that really improves game dynamic
  2. Duration: I really see no reason for 10s 40% resistance with 220 mana cost. Seriously no offence, but did someone tested it ?
    Why would anyone use it ?
  3. UM should be
    60% 1st lvl 11s mana 200
    70% 2st lvl 12s mana 210
    80% 3rd lvl 13s mana 220
    90% 4th lvl 14s mana 230
    100% 5th lvl 15s mana 240
  4. Resistance on Cannot attack in description of UM is missing

My opinion about fulminating
  • Make it instant if its suppose to be burst damage boost. Target can get away now and 5s is too short to do anything about it except using spiritual blow.

My suggestion what else can be improved for barbarians
  • Wider or more skills bars (maybe two of them), it takes to much time to press 1,2,3,4,5,6,7,...100 and then F2 to switch to another bar with skills I am already dead or buffs are gone.

Also before summing up, maybe a bit sarcastic but sadly true:

After casting 1/3 of all my buffs (too many to list here) where UM is included I have 140 mana to cast 3/4 of the rest of my buffs and consequently no remaining mana for ANY skill like feint, kick or spring.

Not that many players play barbarian now, so less bugs are going to be spotted. This is a big note to barbarians, please test it!!!

I will also quote this nice movie where barbarian cannot do anything about warlock.
Quote:
Originally Posted by Mauro_m View Post
With the increased range that had the archers, with penalizing possessing these ... with the damage and the penalizing of speed, mana burn has a warlock, UM was broken? ... I think that the class is broken ... it's too easy to manipulate a warrior of a minimum range 20 meters

This is what happens to a barbarian without UM:

http://www.youtube.com/watch?v=5e6dv...eature=related

Are you sure that only UM is broken?
PS. Is there something broken with evades ? I was able to beat Ignean Orc Warrior, now evade, evade, evade, evade ;P
Do I need another buff like "Challenging roar" and all possible passive to dex, to be able to fight with mobs ?

Last edited by Mashu; 08-28-2010 at 04:44 AM.
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Old 08-28-2010, 05:56 AM   #129
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Thank you enio

And I think a nice move NGD, gives marksman now some more range than hunters
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Old 08-28-2010, 07:35 AM   #130
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Well I was pleased today to see a change in the golem appearance. While the lvl5 golem appears cool, it seems to be outside the game's theme.

If you could trade the magma golem's appearance with the metal one, that would be hella sick!

the lvl1 and lvl5 are my least favorite. The lvl1 is a smaller version of yesterday's lvl5. And the lvl2-4 are really cool. I'd say the large fire golem is cool except it lacks a head. If its head was fire, that would be pretty wicked.

So to review:

Lvl1: Cute, and decent for a lvl1 summon
Lvl2: my favorite
Lvl3: Second favorite
Lvl4: Third favorite
Lvl5: Good, but outside the game's theme. Too 'high tech.' But I won't complain.
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