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Old 07-16-2010, 09:18 AM   #131
cokolwiek
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Originally Posted by Zas_ View Post
I agree, since phantom swings fix, escapist is almost useless against a warrior, you have to be very close to trigger it, most of the time a good warrior will kick you to death.
-1000

want to run then play a race game :P
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Old 07-16-2010, 09:18 AM   #132
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Originally Posted by Ashnurazg View Post
What does mean?A direct teleport to Eferias Castle?

I hope it teleports to Eferias Save, so the save guard kill them.
you have no idea how long it takes for an alsius group to get to Eferias, or even Shaan for that matter.

Another map issue which coud possibly be looked at is the Birka save. Its too far away from the wall (unlike the other realms) and is a real inconvenience when defending the gate.
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Old 07-16-2010, 09:31 AM   #133
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Quote:
Originally Posted by Zas_ View Post
I agree, since phantom swings fix, escapist is almost useless against a warrior, you have to be very close to trigger it, most of the time a good warrior will kick you to death.
Yeah lets bring phantom swing back!

Escapist is almost free and comes with a very low mana cost.
It work excellent to get away from melee knock down chains and such, even more so if NGD implement this immunity thing.

Despite archer potentially being faster and having ranged CCs, Escapist should work prebuffed and not allow a warrior to reach you every time?

I seriously doubt Escapist is meant to be that effective, it probably works as it should.
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Old 07-16-2010, 09:35 AM   #134
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Quote:
Originally Posted by chilko View Post
Combat System:
  • Crowd controls of the same type will no longer be able to be stacked to minimize frustration of being rooted for long periods of time.
  • A short immunity to crowd control of the same type will be added after the effect to provide some chance of counter action.
  • Global cooldown on mages will be augmented from 1 second to 1.5 seconds.
  • A feature will be removed that generated more evasions as the range of the attack was bigger

Powers:
  • Arcane Devotion nerf
In general the changes seem to be acceptable and it looks like you have listened to the community. On their own I could accept anyone of them, but I'd ask you to reconsider the mages GCD change and devotion nerf combined. One of them is ok, because you don't want to have such large population of mages, but together they just might be a too big nerf. So I suggest you implement just one of them and see if the other one is still needed.

Also mages won't be so dominant after the changes to spell stacking, cc immunity and less evades. But we'll see how it works in practice. Making the casting speed work as it should and thus implementing diminishing returns gets my full support though. (I can also agree with others that support conjurers should be made more attractive, they'll help you make longer and more interesting wars.)
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Old 07-16-2010, 09:45 AM   #135
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Originally Posted by chilko View Post
We just adjusted the range of melee weapons.
What are you talking about? can you be more specific?
The range at which an archer's normal attacks begin to happen is now only at about 85% of an archer's total range, yet range 0 spells can still be cast at full range.

Say your range is 30. You can cast Etheral Arrow at range 30 but must move up to range 25.5 before you can make a normal attack. The character's stance suggests you can make your attack at range 30 but nothing happens until you move much closer.
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Old 07-16-2010, 10:24 AM   #136
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I noticed in Amun the mob is turning red etc. so you can shoot but I can't shoot than ... Reduced range wtf that's not needed!
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Old 07-16-2010, 10:29 AM   #137
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Originally Posted by tjanex View Post
I noticed in Amun the mob is turning red etc. so you can shoot but I can't shoot than ... Reduced range wtf that's not needed!
oh yeah?

say that to warriors
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Old 07-16-2010, 11:09 AM   #138
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While i do believe that nerfing is killing the game i do believe the proposed i deas are good ones and the new GCD system should be a big step.But what id also like to see is something done to Strength and Dexterity, as they seem to be useless atm, and i dont know of anyone who acctually stacks them because of their low damage effect.

Im glad that the stacking of the same CC's will not happen anymore but if you are removing this and giving an immunity to the CC spell for x seconds,i dont believe youll need to nerf the splash damage of sultar.

Overall if nerfing is the only way then i think this is the best way to do it.
Good Work NGD.
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Old 07-16-2010, 11:12 AM   #139
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Quote:
Originally Posted by cokolwiek View Post
-1000

want to run then play a race game :P
Most of your posts are not polite enough for me, but still i will answer:

- escapist is made to run faster
- escapist <- read again the name, read again the description
- what we said is that escapist was impacted by recent changes, nothing more
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Old 07-16-2010, 11:18 AM   #140
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Quote:
Originally Posted by Vroek View Post
Yeah lets bring phantom swing back!
I don't think anyone said that.

Quote:
Originally Posted by Vroek View Post
Escapist is almost free and comes with a very low mana cost.
It work excellent to get away from melee knock down chains and such, even more so if NGD implement this immunity thing.

Despite archer potentially being faster and having ranged CCs, Escapist should work prebuffed and not allow a warrior to reach you every time?
I don't think anyone said that.

Quote:
Originally Posted by Vroek View Post
I seriously doubt Escapist is meant to be that effective, it probably works as it should.
I don't think anyone said that.

We just said Escapist was impacted by phantom swings fix.
So it is harder now to use in some situations, it wasn't stated that this is intentional, as it is a side-effect of a fix.

I'm perfectly happy with it, though unintentional changes have to be reported (see arrow trails thread ie.).
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