08-27-2010, 11:07 PM | #121 | |
Count
Join Date: Jun 2009
Location: France
Posts: 1,024
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Quote:
+1
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Annavilya / War-Luck (Haven)
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08-27-2010, 11:25 PM | #122 | |
Master
Join Date: Jun 2010
Location: Germany
Posts: 309
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Quote:
A nice idea, yes may be, but I don't like it.
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poisoned | balgaro | exiled | whitechez | shinkami | photoshopped
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08-27-2010, 11:33 PM | #123 | |
Marquis
Join Date: Aug 2007
Location: Germany
Posts: 1,843
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Quote:
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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08-27-2010, 11:49 PM | #124 | |
Baron
Join Date: Jun 2008
Location: Brazil
Posts: 622
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08-28-2010, 12:26 AM | #125 | |
Initiate
Join Date: Mar 2009
Location: San Francisco
Posts: 117
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Quote:
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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08-28-2010, 01:46 AM | #126 | |
Marquis
Join Date: Sep 2007
Location: Australia
Posts: 2,439
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Quote:
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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08-28-2010, 02:28 AM | #127 |
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Join Date: Dec 2008
Location: Germany
Posts: 11
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The new terror chain is better then the old one ... maybe.
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Arjania - Arjanex - Arjanox Heaven - Ignis
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08-28-2010, 04:11 AM | #128 | |
Master
Join Date: Sep 2008
Location: Stockholm
Posts: 541
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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
My opinion about fulminating
My suggestion what else can be improved for barbarians
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:
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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08-28-2010, 05:56 AM | #129 |
Master
Join Date: Jun 2009
Posts: 310
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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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Proud to be in the most beautiful realm: Syrtis LOTR-Gek, level 50 marksman. |
08-28-2010, 07:35 AM | #130 |
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Join Date: Jun 2007
Location: Sacramento, CA
Posts: 32
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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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