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Old 04-27-2015, 07:10 PM   #191
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Gameplay - System:

- Fixed: Realm Gem interactions were not being properly accounted, causing player to interact more than once.
- Modified: Companions are no longer selectable. This is to avoid accidental clicks during battle.
- Fixed: Player automatic disconnection when not moving was avoided by rotation.
- Fixed: Falling damage was interrupted when changing character or exiting the game, allowing to avoid it.

Gameplay - Spells:

- Sprint: Cooldown changed to 40 seconds. Absolute Spell Resistance changed to Range Received Damage: -30%/-30%/-30%/-60%/-60%. Duration changed to 10 seconds.
- Shifting Silhouette: Added at level 5 Melee Received Damage +10%.
- Killer Instinct: Hit Chance changed to Opponent Evasion Chance: -100%. Added Attack Range +15%. Can only be casted in Fort Wall Walks and high zones of Castles.
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Old 04-27-2015, 07:25 PM   #192
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Quote:
Originally Posted by Frosk View Post
Gameplay - System:
- Fixed: Falling damage was interrupted when changing character or exiting the game, allowing to avoid it.
Thanks.


Quote:
Originally Posted by Frosk
Gameplay - Spells:
- Sprint: Cooldown changed to 40 seconds. Absolute Spell Resistance changed to Range Received Damage: -30%/-30%/-30%/-60%/-60%. Duration changed to 10 seconds.
- Shifting Silhouette: Added at level 5 Melee Received Damage +10%.
Good job!


Quote:
Originally Posted by Frosk
- Killer Instinct: Hit Chance changed to Opponent Evasion Chance: -100%. Added Attack Range +15%. Can only be casted in Fort Wall Walks and high zones of Castles.
I'm not sure about Attack Range... 35r, parabolic shot and passive... it's already too much:P
I would suggest something like this: your next 3 attacks have a 100% critical chance; duration 10 seconds, cd 90; ends on move (like PB).
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Old 04-27-2015, 07:26 PM   #193
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Quote:
Originally Posted by Adrian View Post
It is shown in the tooltip. It mentions Only resistable... or Only blockable or both.



It works like that. But, take into account the offsets between combat process and visual animations. CCs last a few seconds and mostly leads to confusions of this type.
May I get an answer too, por favor

-Drew
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Old 04-27-2015, 07:41 PM   #194
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Quote:
Originally Posted by Frosk View Post
- Fixed: Player automatic disconnection when not moving was avoided by rotation.
Finally no more spinning AFKers at cs.
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Last edited by ShadowForce; 04-27-2015 at 10:04 PM.
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Old 04-27-2015, 07:48 PM   #195
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Quote:
Originally Posted by ShadowForce View Post
Could we have some durations and cooldowns listed in the changes that are mentioned please?

Also, lets say the duration is 30 seconds and cooldown is 60 seconds like HotW. It's okay limiting the areas in which the spells can be casted, but what is stopping any player (particularly a boss gear barb) going to the top of the fort, having Killer Instinct cast on him for +15% range, running back down and using this around the door area?
Killer Instinct is activeable with duration 120 s and cooldown 15 s, causing immobilize to the caster.

Tomorrow I am gonna calculate the effect of sprint in longterm. Does the barb now runs faster or slower in longterm?
-60% on ranged damage is too much imo. In practice, for archer it's almost unkiteable considering 10 s sprint and 10 s UM.

Best,
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Old 04-27-2015, 08:12 PM   #196
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Quote:
Originally Posted by LawZ View Post
Killer Instinct is activeable with duration 120 s and cooldown 15 s, causing immobilize to the caster.Best,
Thanks, I don't have WM on my Marks yet so I didn't know its durations. 120 seconds, ample time to make ranged warriors around a fort. Unless it is an aura with an area of effect?
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Old 04-27-2015, 08:19 PM   #197
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Quote:
Originally Posted by ShadowForce View Post
Thanks, I don't have WM on my Marks yet so I didn't know its durations. 120 seconds, ample time to make ranged warriors around a fort. Unless it is an aura with an area of effect?
It is a self buff, only for the marks.
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Old 04-27-2015, 08:38 PM   #198
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20 enemies and about half can be conjurers, with this kind of ridicules RvR, the game is bound to keep loosing players.

When babysitting barbs is more rewarding than fighting yourself, something is very wrong.

Its just too easy to impact the game a lot, even you are barely a real player and just buff, help recover and resurrect.

More than 1 conju in 6 players should be quite rare.
I guess lower resist rates will be slight nerf to them at least.
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Old 04-27-2015, 08:46 PM   #199
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Quote:
Originally Posted by LawZ View Post
Killer Instinct is activeable with duration 120 s and cooldown 15 s, causing immobilize to the caster.

Tomorrow I am gonna calculate the effect of sprint in longterm. Does the barb now runs faster or slower in longterm?
-60% on ranged damage is too much imo. In practice, for archer it's almost unkiteable considering 10 s sprint and 10 s UM.

Best,
Its 8,75% movement speed compared to 10% before and hunters 10,33%.
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Old 04-27-2015, 08:48 PM   #200
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Quote:
Originally Posted by Sentan View Post
Tell me how stunned or knocked down enemy can still resist any spell or evade an attack? During these CC effects target should have 0% spell resistance, 0% evade chance and 0% block. I thought it has been fixed some years ago. :/
I disagree.

Look at it in terms of real world warfare. When getting knocked down if your skilled enough you have a higher chance of evading, causing random resists, and if your equipped with a shield, using it to block an attack while your down, of course, to a lesser degree then when your standing up.

Logically speaking.
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