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Old 01-28-2017, 06:20 PM   #131
Sentan
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Quote:
Originally Posted by ieti View Post
Please think about returning back Tremor on conjurer. It was an awesome spell to use.
+1



I suggest to remove 'Clumsiness' and replace it with old Tremor:



Reduce duration ofc
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Old 01-28-2017, 06:39 PM   #132
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Quote:
Originally Posted by Leily View Post
lol



<3

OT: If killer instinct can only be used on fort and castle walls, what's the point of adding movement speed reduction to it?
You're inside all time, safe, nowhere to run.

Proposed changes:
-attack range +15%
-critical chance -50% OR target evade chance +50%
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Old 01-28-2017, 10:53 PM   #133
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Hello i just tried to log in on amum server to test the changes but my characters did not were there. i had to create a lvl 1 char. this is a bug? is there a way to fix or some code to make we hit lvl 60?

thanks

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Old 01-29-2017, 12:28 AM   #134
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I have the same problem now, no chars anymore. They were all there on the 25th though.
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Old 01-29-2017, 01:59 AM   #135
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Quote:
Originally Posted by Frosk View Post
Here's the changelog (it's quite huge so yeah... have fun!):

Bugfixing

- Modified: Bow ranges changed to their original values: 20, 25, 30 meters.

One question, those new bow ranges will be applied even in the new magnanite bows? and if so...may i ask what you guys will do with it's bows attack speed since, it now will no longer suit with the new range.

Example, a medium magnaninte short bow with range 20 or 25 will not keep up with a short bow attacking at fast speed. the only one advatage of new magnanite bows (and i am speaking specifically of the short bow) was the range. which was 30, and not 25 as the others bows. the damage was not much different of some pro ancient short bow with 60+ damage. so now with this change what will happen with the magnanite short bow? you guys will increase it's attack speed? i make the same question about the new magnanite long bow...that also will get Will be practically unusable attacking at slow speed from range 30.

Quote:
Originally Posted by Frosk View Post
Balance



Hunters


Natural Dominance
All Tame skills have been merged into one, meaning that you’ll only have to spend 5 points and you’ll be able to control any tameable lesser creature, beast or monster when you hit level 60.
  • Tame: 1 2 3 4 5
  • Mana: 150 225 300 350 400
Finally, the only thing i think lacked on this change is together with the fused tame, add the passive spells from pet discipline.

so, tame lvl 1, could also get the effect of the passive spells from pet tree in lvl 1. tame lvl 2, could get the passive effects in lvl 2, and so on.


Quote:
Originally Posted by Frosk View Post
Prominent Sight
Merging all 3 Tame skills left 2 empty spots. One of them will belong to Prominent Sight, which, in exchange for pet damage, it’ll allow the Hunter to reach farther distances. Useful when chasing escaping enemies or engaging at a distance.
  • Attack Range (%): 2 4 6 10 15
  • Pet Attack Damage (%) reduction: 25%
This skill will not serve it's purpose very well unless it be with instant casting time, or at least activable. Because it will be the same as making the pet hunter become a pet less for a few moments because it will attack further, but most likely the pet will not be there attacking the enemy at the same time, and the hunter with pet has less damage Than a pet less hunter.. In addition, if the effect of this skill takes too long and the enemy comes close, the pet of the hunter will not have enough damage, the hunter in this case will have to use 2 spells, bestial wrath and this new spell to try to balance the damage, and in that time wasting time on casting and with global coldown the pet user will not do enough damage.

In short, I have doubts about this skill, serious doubts.

Quote:
Originally Posted by Frosk View Post
Nature’s Sacrifice
The second empty slot will be filled by the first pet-based AoE skill the Hunter ever had. This power is basically a buff for your pet that lasts for 10 seconds. If your pet dies during those 10 seconds, it’ll release a powerful explosion filled with natural energy, which will deal damage to all nearby foes and knocking them for a small duration.
(Now you don't need to sacrifice your pet, you can cast it when you want to)
  • Piercing Damage 125-200-290-395-500
  • Fire Damage 125-200-290-395-500
  • Mana Cost: 120-210-300-390-480
I really don't think this kind of spell suit well for hunter class. Im not complaining about the spell in it self, seems kinda usefull, with a decent power and could make hunters "OP".
BUT...Area spells, and a pet blowing up seems a bit of weird to see in a hunter on my oppinion (a mere old hunter user oppinion).

So instead of create another sultar in the game, why you guys don't create an active spell to increase the pet movement speed and attack speed? pet users need the pet to arrive faster on the foe, not to blow up and destroy everything, this is not even fun (my oppinion just).

Other opption would be create an animal conection between the hunter and the pet, to make the pet take some % of the damage which the hunter is taking. all those spells would be so much more usefull and would not create any "mass rage" specially in the fort wars uppon hunters.

It's Just a hint, but please think about that ^^


Quote:
Originally Posted by Frosk View Post
Skin of the Beast & Heal Pet
  • Cast time: Instant
God, finally! this is a thing that since years already should been done. i lost the number of times in which i complained about this

Best regards,

Elva Hunter - Elite of Syrtis

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Old 01-29-2017, 09:00 AM   #136
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Quote:
One question, those new bow ranges will be applied even in the new magnanite bows? and if so...may i ask what you guys will do with it's bows attack speed since, it now will no longer suit with the new range.

Example, a medium magnaninte short bow with range 20 or 25 will not keep up with a short bow attacking at fast speed. the only one advatage of new magnanite bows (and i am speaking specifically of the short bow) was the range. which was 30, and not 25 as the others bows. the damage was not much different of some pro ancient short bow with 60+ damage. so now with this change what will happen with the magnanite short bow? you guys will increase it's attack speed? i make the same question about the new magnanite long bow...that also will get Will be practically unusable attacking at slow speed from range 30.
Nothing needs to be done. Because Ancient short bows will now have only 20 meters range with fast speed and magnanite bow will have 25 meters range with medium speed. It will still have 5 meters range advantage.

Quote:
Finally, the only thing i think lacked on this change is together with the fused tame, add the passive spells from pet discipline.

so, tame lvl 1, could also get the effect of the passive spells from pet tree in lvl 1. tame lvl 2, could get the passive effects in lvl 2, and so on.
This would be great. Hunters have real problems with lack of discipline and power points if they wan't to have a pet (because they must max out the tree to be useful) which doesn't die in one hit from barbarian or 3 hits from a marksman. Adding the protection and health passives into this one skill and creating 2 new active skills for the pet would be awesome.

Quote:
Prominent Sight
I don't like this skill either, it just doesn't fit into a pet tree. And if it is not far enough in the tree, petless hunters could skill it, just to increase their range. It should at least require pet to be alive to use it.

Quote:
Nature’s Sacrifice
The mana cost is very high. It looks powerful so it is probably needed, but to be useful, it will need to be combined with Skin of the beast, so it can reach into middle of a group. That is almost 1k mana. Consider using pet's mana for this. At the same time, modify pet's mana a little, so that mage can counter this by draining the mana from the pet by Energy Borrow, that - at level 5 - would drain mana bellow the mana cost.
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Old 01-29-2017, 12:45 PM   #137
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Some suggestions.


Marksman
  • Killer instinct :
    -attack range +15%
    -critical chance -50% OR target evade chance +50%

Since you buffing up Hawk's gaze, IMHO recharged arrows needs a change too,
  • Recharged Arrows :
    -Health per arrow (LV 1-5) : 12 14 16 18 20.
    -Mana per arrow (LV1-5) : 22 24 26 28 30.

Knights
  • Knight's haste :
    -Movement speed (%) : 10 15 25 35 50
    -Duration : 4 sec
    -Cooldown : 80 sec
    -GCD : very short
    -Mana cost :60 100 150 180 200.

-Paladin's aid and Blessed switches places,
-Blessed becomes the new spell, could be called "Sentinel",
  • Paladin's aid should be modified :
    -Casting time :instant
    -Mana cost : 150
    -Cooldown : 50 sec
    -Amount of heal : fix 400 HP.
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Old 01-29-2017, 01:10 PM   #138
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Quote:
Originally Posted by godismyjudge View Post
Nothing needs to be done. Because Ancient short bows will now have only 20 meters range with fast speed and magnanite bow will have 25 meters range with medium speed. It will still have 5 meters range advantage.


I really have to disagree here. the old range 30 on magnaninte bows were not an "advatage" due its 5 more range in comparation with the others short bows but the own range 30 for short bow in it self, especially to help using some spells from short bows discipline against mages.
Now with a so reduced range, the pourpose of own a magnanite sb will no longer exist. the damage difference is like nothing, some ancient short bows gives even more damage than the magnanite sb. so adjust the attack speed of the new magnanite bows to the new range for me seems essential.

and please Please register today's date, 01/29/2017. Because in a while, I'll be able to say "I warned".

Best regards,

Elva Hunter - Elite of Syrtis

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Old 01-29-2017, 01:13 PM   #139
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I've tested each new spell on Amun:
  • Arcana Strike - good that you reduced damage but mana cost should be reduced as well
  • Strategic Position - not sure; I would add this: Effect is doubled while in Fort Wall Walks and high zones of Castles.
  • Killer Instinct - fine
  • Hawk’s Gaze - mana cost still too high if used with Recharged Arrows
  • Focus - I don't like this change at all... just another copy of already existing spell in game - Killer Instinct... make bonus more unique such as +15% critical damage
  • Natural Dominance - fine
  • Prominent Sight - Attack Range it pet tree? Bad idea imo. Would be good if you change it to defensive spell: part of the received damage is redirected to pet 5/7/9/12/15%. -15% Pet damage
  • Nature’s Sacrifice - epic spell
  • Skin of the Beast & Heal Pet - +1
  • Defensive Instance - fine
  • Army of One - fine
  • Protector Temper - bring back to 15%
  • Knight’s Haste - reduce cooldown to 70 sec
  • Feint - ok
  • Shield Wall and Stars Shield - ok
  • Paladin's Aid - 40 sec on cooldown too OP with 8 sec duration
  • Stalagmite - reduce cooldown
  • Golem Fist - not sure about this; another clone (Ethereal Arrow :P)
  • Wind Wall - fine
  • Mass Pricking Ivy - epic
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Old 01-29-2017, 01:15 PM   #140
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NGD could try optimize spells in the following way
  • Such that players explore more diverse setups, not just only 1 good setup and other spells are trash, so not worth skilling them.
  • Reduce archers damage due to WM rings and not range. WM rings could be class specific, adjusted per class. Alternatively reduce base damage, 600-700 normals are quite scary, arcana strike was sick.

But in general, I would appreciate such balancing that we see more diversity in setups. Not confuse 5, pet and 600-700 normals at the same time.

I really hope this gets addresses.
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