08-28-2011, 09:20 PM | #221 | |
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Annavilya / War-Luck (Haven)
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08-28-2011, 09:20 PM | #222 | |
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You better give a beer to NGD for what they doo for ya. Give up at your shity kick 5 to see if you are able to play,ofc not only old school players was able to play without knocks. In old days only noobish player from Ignis played with kick5 was named Terminator,was a funny guy but now almost all are that Terminator. And is not drama ,i am damn fuking angry in the way NGD instead balance ,breacks even more. Warriors HP ~ 5k up to 6k on knights Mages/Archers HP ~ 2,5k up to 4k . DMG from fall ~ 3k on forts walls. Any jump of mage/archers from forts walls = suicide. This is the new game and big shit update. |
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08-28-2011, 09:27 PM | #223 |
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Join Date: Mar 2011
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For Zas: Ive been playing RO for 3.5 yrs now.
For Hidra: U all R like this every time an update happens, even when the Update turns out to be decent. |
08-28-2011, 09:34 PM | #224 |
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Well, then you are definitively a NGD supporter.
BTW, which are your chars ?
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Annavilya / War-Luck (Haven)
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08-28-2011, 09:34 PM | #225 | |
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At least showed you logical and normal think about fall. If you have nothing good to say ,just don't say. |
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08-28-2011, 09:50 PM | #226 |
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For Zas: The Krome Terror(WM barb), The Krome Cataclysm(Lock In Grind Stage), Shankster(hunter)
The Krome Assassin(marks) Kromius(Retired conj). ALso i do support Ngd bec RO is an awesome game. For Hidra: Its more the way ppl complain (handing out profanity and insults endlessly) that humors me Last edited by The_Krome_Dragon; 08-28-2011 at 10:03 PM. |
08-28-2011, 09:53 PM | #227 |
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This chars nothing tell me,and i don't think you played 3,5 years on Horus for sure.This chars have max 1,5 years and was made after letf syrtis.
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08-28-2011, 10:08 PM | #228 |
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Join Date: Mar 2011
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3-3.5 yrs and when i first started i mainly played in low activity times for RO due to school work so i wouldnt be surprised if u nvr saw me out in the WZ.
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08-29-2011, 01:50 AM | #229 | |
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Location: Roaming the snow
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Jesus christ, NGD tries to keep the game interesting by making people have to think about their actions more (with the exception of Warmasters ofc ) and they get this shit.
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08-29-2011, 04:16 AM | #230 |
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A few notes.
Falling damage as it is on AMUN suggests that the damage equation takes into consideration the class, the health pool of the character, the level and to a very minor extent, the encumbrance of the character (how much weight they carry along). It is not 2500-3000~ HP for a fall across the board. At least from my experiments. Indeed my Knight(60) takes 2881 damage from a specific spot and my Lock (50) takes 1840 from the same spot. NGD suggested they will revert the saves to the previous version (central save system). I suggest patience. On to the changes : Will domain: It is an obvious compromise position. the range 10 compresses the range at which it works and I suppose it alleviates the situation somewhat in terms of risk factor. But is it too much risk considering the burst speed of barbs and possibilities with onslaught/ horn of wind? What happens when the knock say, level 5 after a slow/dizzy hits you? Does it solve anything? The knock is still 8 seconds which the opponent is out of commission. The problem was never the range, but the duration you are helpless. I understand it is to increase risk but against melee, which will be slowed anyway,then dizzy will it matter ? Range 10 increases the risk but is it much more risk than range 20? Was the right portion of the spell addressed? These are questions that should be asked. Ambush: Another compromise. Range 10 with that cast time? I tried it and the results don't look too promising. Range 10 is obviously too short with that cast. I see 2 variations. Same cast time with a 15 range or cut cast time in half (.5) with the 10 range. More and more I wonder if NGD has any concrete direction they want to take hunter. Stunning fist: Two single target stuns on a shared tree. Interesting. It begs the question, what was wrong with cannot attack? Why kill diversity? So we remove the chance factor that most people hate and replace it with a sure spell (barring resists). I am okay with that. This is one spell that has damage on it. This could have been a candidate for a static cannot attack duration. In addition it cannot be casted on knocked targets. Optionally , the cannot attack scaling could have been changed to 2,3,4,5,6 seconds. I still feel stun/dizzy is the wrong direction for this spell. Burst of wind: No comment now. Will have to be tested. Feint: Slips to spell 3 making it easier for lower level knights to get both knock spells at least on level 3. I am not sure how much of a factor this will be. Feint 5 will be very easy to get though because most knights max Vanguard tree. Kick: Well it still ignores weapon cycle and is still high duration so we will have to see if it solves anything. I reckon not because RoTE (rage of the earth) will be the second knock spell of choice now. Intimidate: Fine in the new position , IF we did not have those extra points glutting the system. Scarcity of points would have solved that problem. Personally I think few barbs will find this spell interesting enough to put points into it. Sadly , this spell is still obtainable at level 60 along with RoTE 5 and Kick /caution 5. See how those extra 20 power points and whatever extra discipline points break everything? These combinations were well reined in with scarcity of points and NGD chose to flood the system again. The Warmasters update will continue to haunt us for some time to come. It broke so many things. Another case of Ready.... Fire...Aim I suppose. Regards |
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