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Old 07-17-2010, 05:11 PM   #191
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Quote:
Originally Posted by Fighting_Irish View Post
GH and MC stack? O_o
Yes O_o. 10 GHs = 10 times 40hp healed per tick. Same with MC (15 mana per MC per tick) and pylon (30 barrier per MP per tick).

But I have tested with 6 of lvl 5 protective domes (stacked in 1 spot). There seems to be no RELIABLE visible effect. With current state of affairs the amount of resists could be easily explained by random.
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Old 07-17-2010, 05:20 PM   #192
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Another question, with the new ring quests, will I be able to get another 3 ROL's? That'd just be silly ^^
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Old 07-17-2010, 05:22 PM   #193
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Quote:
Originally Posted by Lumi_Alsius View Post
Yes O_o. 10 GHs = 10 times 40hp healed per tick. Same with MC (15 mana per MC per tick) and pylon (30 barrier per MP per tick).
For pylon, I thought it does actually stack. ie 5 pylons is 30*5=150
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Old 07-17-2010, 05:49 PM   #194
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Hmmm i readet lots of thinks about balance but in my opinion rong way is
giving rong speels to rong classes.
Nerfing isnt one option...i hope NGD can doit better.
What i want for changes:
General changes:
-First all classes have too many commons speels ..the worst is at mages and archers.Make only 2 commons tree of speels for each subclass and this will help more like atm at balance.

Worlock
-What is evil atm ...lmao lock with beetle swarm 4-5 is evil ever ...cant touch one..my opinion move this speel to conjurers heals tree and this will fix warjourers too
-Sultar is fine as it is ...just change time of knocks and take out stucks on knocks
-make knights aura 360 and tis will fix dmg too..no need to nerf sultar dmg.
Conj vs Warjourers
-just make arcane acceleration 50 sec or move that to highter position...
-if beetles swarm si movet to heals tree this is solvet alrady.
Knights
-are fine how they are...even ppl say they have low HP...A01 and passive resist at magical and knocks alrady have hight advantage
-just remove aura caast limit from 3..this will fix them and give them bonus xp at grind.
Barbarian
Atm are fine only UM is fail almoust all time...but i hope resist chains fix will fix this.
Hunter
-remove confuse...or convert this speel to dizzy one...alrady they have advantage to chose when in what condition they will atack.(from experience ambush 4 is enaught to kill any person before this efects gone if he come from camo and aatck unbufed persone.
Marksman
-this class alrady was enaught nerfred ...if you nerf range how i heard is stupid think ever.
-yes are lots of ppl what say marx is OP..i dont think so...99% from players not have dragon amulet,dean rha bow etc etc...not all ppla are Enio or Insomniac to have ubergear...normals marx hit with almoust same dmg like one hunter..
-they defence is good vs anothers marx...but not vs warriors or mages..
-they have same defence like hunters vs warriors.(they are designed to be NPC of forts..hiting with 5 m more like one hunter ...2 steps)
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Old 07-17-2010, 06:02 PM   #195
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Quote:
Originally Posted by HidraA View Post
BarbarianAtm are fine only UM is fail almoust all time...but i hope resist chains fix will fix this.
Problems with barbarian >

1. Too high mana costs on everything.

Compared with manaburn, mana borrow and sadistic, this is huge problem.

Has to rely on external support. Mages are able to sustain themself. Archers can still a ) do damage and b) stay alive even with 0 mana due to RANGE. Barb or knight without mana in melee range of enemy is dead meat. . .

2. No speed. Being kited by every single archer is not fun.

3. Useless skills / Skills with cast time that should be instant. Intimidating threat? Not-instant roar/howl? O RLY?

4. Connection between GCD and attack speed. IF you are a mage, you can use spells as soon as GCD cools down.

Not so for barbarian.

If you make a normal attack, and want to use a skill next, you have to wait until your 'normal hit' cooldown ends and THEN you can use a skill. This + non instant casting of certain skill makes melee fighters not as enjoyable as they could/should be.

5. Phantom swings. Yes. They still are out there.

tl;dr: Barbs suck. No class should be this dependant on others. Buff barbs.
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Old 07-17-2010, 06:20 PM   #196
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Quote:
Originally Posted by Lumi_Alsius View Post
......
Dunno ..i am agree with you points...but is RvR game...not pvp one...
Pvp is totaly screwed ..my only troble on barb is beetle swarm...barbs=dead runers wile cast 5 speels on him...that wy i dont play barb just ocasionaly...and i givet up after 1,5 years of play barb...
Isnt so lack of speed ...maybe vs hunters...but vs mages isnt for sure...
But wtv ...all ppl want they class to be best...what i wrote up was for balancing all classes...and make game more rvr like pvp because is rvr atm ...exception is madeit by hunters and locks what beside of lots of advantges they have xtreme speels too...
And with barbs buufs isnt mana the troble ...troble is to many bufs and short time of them...
casting all bufs take around 15 sec and barb have buufs "what make them barbs"...like berseker what is 40 sec...so barb is one real barb for 25-30 sec after he is dead because of lack of armor and dmg.
So beeter give to barbs buufs longer time ...i am not agree with more mana...because they will repalce lock at exterminate..imagine barb to have mana to cast typhoon+expancive+devaste chain without conjurers.......is a bit crap...and again will unbalance another classes.
Anyway ...balance was better in 1.0.7 like in 1.08 when coming with stop and cast etc...what madeit one STATIC game.
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Old 07-17-2010, 06:56 PM   #197
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A question on immunity to crowd control spells: how will this be implemented?

For example, if you try to cast a cc spell (e.g. ambush) on someone who is immune will you get the standard message that the target is immune and be prevented from casting it?

Or, will it give you no info so you waste the spell by casting it on an immune target?

Hopefully we will get the immune message and block to casting, because it can sometimes be difficult to tell what other people are casting at the same target.
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Old 07-17-2010, 07:06 PM   #198
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Quote:
Originally Posted by Gideon_Slack View Post
A question on immunity to crowd control spells: how will this be implemented?

For example, if you try to cast a cc spell (e.g. ambush) on someone who is immune will you get the standard message that the target is immune and be prevented from casting it?

Or, will it give you no info so you waste the spell by casting it on an immune target?

Hopefully we will get the immune message and block to casting, because it can sometimes be difficult to tell what other people are casting at the same target.
As far as I've tested on Amun, you don't get any message. You (or any player) can cast that 2nd CC, it will be reported on log normally but the target won't be knocked (like if it had UM).

I tested if immobilize and freeze chains (I didn't mean stacks) can work, they still work, looks like the immunity only affects knock (for the moment).

I think it's good as it is now (no message/block), because people will have to think and observe carefully before wasting their spell (or not). (= more skill needed)
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Old 07-17-2010, 07:24 PM   #199
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Quote:
Originally Posted by HidraA View Post
General changes:
-First all classes have too many commons speels ..the worst is at mages and archers.Make only 2 commons tree of speels for each subclass and this will help more like atm at balance.
[

we would love to do this... but we think that people will kill us.

the other thing that we would like to do also is for every power to start in 0 so people would have to spend points for every spell and there are no cool freebies.

but we think that people will kill us for that too
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Old 07-17-2010, 07:29 PM   #200
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Quote:
Originally Posted by chilko View Post
the other thing that we would like to do also is for every power to start in 0 so people would have to spend points for every spell and there are no cool freebies.

but we think that people will kill us for that too
indeed, dont even think of that! xP

Well if you would consider this, youd probably have to give more powerpoints to not nerf the versatility currently aviable which would lead to new possible configurations bringing in new imbalances.

At least thats something youd have to look on before doin so (eg. atm you kind of have 1 pp in evry aviable spell. even if youd cut those down to the half it would allow to eg. pick the most effective ones and max them out leading to less versatile but maybe more effective configurations)
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