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Old 05-01-2015, 08:00 PM   #241
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Quote:
Originally Posted by Sentan View Post
Spring is fine but attack speed on bless seems to be too OP (due to dual-wield:P). Imagine a barbarian with 2x rols: 10% as, off hand 5% as+7% as gem, medium sword or fast ignean axe 5%as+7%as gem, +5% as leggs, thirst for blood +15% as and bless +10% -> 64% attack speed lol

off: btw why barb can have two gems while using dual-wield? Is there any sensible argument? :P Add socket to arrows, shields, two-handed weapons and bracelets aswell :P
Dual-wield was OP since it was introduced, and never really re-balanced. For sure, attack speed / damages balance have to be re-evaluate.

It reminds that Attack Speed isn't displayed in new character sheet on Amun (Casting Speed is). Is it on the roadmap or is there a reason to hide it ?
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Old 05-02-2015, 08:01 AM   #242
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^ Pointless discussion and ofc off-topic.

To summarize and bring discussion back to topic:

1. Attack speed is the only attribute missing from character sheet. It would be awesome if it can be added. It can be measured in "hits per second".
2. Bless needs a further revision. Specifically, the 10% AS seems unbalanced.
3. Spring may be fine in its MS bonus part. I still have my doubts considering the -range damage reduction part. (Probably, I am the only one still complaining :~)
4. Some spells still need to be fixed. HC part should be removed, others, like Killer Instinct, do not work as they should be.

Best,
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Old 05-02-2015, 10:49 AM   #243
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Quote:
Originally Posted by LawZ View Post
3. Spring may be fine in its MS bonus part. I still have my doubts considering the -range damage reduction part. (Probably, I am the only one still complaining :~)


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Old 05-04-2015, 04:58 PM   #244
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Very quick question:

Doesn't a level 11 lock now have the same chance as landing a spell as a lvl 60 lock? Pretty tempting to bring a lvl 11 lock to war for the massive xp!
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Old 05-04-2015, 05:05 PM   #245
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Quote:
Originally Posted by Candyx View Post
Very quick question:

Doesn't a level 11 lock now have the same chance as landing a spell as a lvl 60 lock? Pretty tempting to bring a lvl 11 lock to war for the massive xp!
Even 45 at war can be difficult. You're usually the first target for marks because it's a quick kill. Also with a low mana reserve and no skill points for much useful, it's kind of hard to stay in war long enough to kill anything. If your zerg is big enough you can sometimes go unnoticed and level quickly however!
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Old 05-04-2015, 06:23 PM   #246
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Quote:
Originally Posted by Candyx View Post
Very quick question:

Doesn't a level 11 lock now have the same chance as landing a spell as a lvl 60 lock? Pretty tempting to bring a lvl 11 lock to war for the massive xp!
Yes, I think you got that right.
Seems that instead of making warlocks' dmg spell-dependent, it got even LESS important how much conc/int/staffdmg/level you have. This should be adressed soon
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Old 05-07-2015, 07:42 PM   #247
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When's the patch gonna hit? ^^


<EDIT>

Frosk, thanks for the info and GL!
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Old 05-07-2015, 07:45 PM   #248
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Originally Posted by Sentan View Post
When's the patch gonna hit? ^^
We're still adding fixes and improvements to the current version.

As of now, we're working on a uploaded build at Amun, which will be available for the public pretty soon.

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Old 05-09-2015, 03:47 PM   #249
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Hi everyone! Amun is open to the public again and here are the changes up to 9/5/2015:

Gameplay - System:

- Modified: Each fort has its own camp to be used for resurrections when vulnerating a Realm. Fort camps are approximately at 2:45 from the Wall and 1:15 from the Fort. Castle camps are at 2:00 from the Wall, making them more strategic to have captured.
Aggersborg: x:2371 z:2589
Trelleborg: x:1371 z:2808
Imperia: x:2176 z:2019
Samal: x:3402 z:2400
Menirah: x:3565 z:1464
Shaanarid: x:4274 z:2521
Herbred: x:2933 z:3577
Algaros: x:2038 z:3375
Eferias: x:2935 z:4065

Note: Camps still have no visual props or modified terrain. As soon as their location is confirmed we will do it.

- New: Reward System. Allows to get a reward for holding, recovering, invading or avoiding invasions.

When a fort is captured, a counter will appear. When the counter finishes, a reward is given. It can be gold from the Chest of the fort and/or Warmaster Coins.

There is a maximum amount to be received per player. For example, if a fort gives 15000 Warmaster Coins with a max of 400, and there are only 10 allies around, everyone will get 400. If there is 50 allies, everyone will get 300.

If you see the counter, you will get the reward. The counter can disappear for inactivity of the player or for being far from the building (specifically, the flag).

If the Relic Counter starts and that counter is lower than the Reward Counter, this last one will cut time to equal the Relic Timer, in order to avoid having to wait for the Reward.

- Fixed: Multirealming detection for quest objectives (noble) and Invasions rewards.
- Modified: Wall Trapdoors can be used by invaders to get out of the realm when the vulneration/invasion ends.

Gameplay - Spells:

Hawk's Gaze: Hit Chance changed to Opponent Evade Chance: -10%/-20%/-30%/-40%/-50%.
Trained Eye: Hit Chance changed to Critical Chance: 10%/30%/50%/70%/100%.
Finger Crush: Hit Chance changed to Attack Speed.

- Fixed: Retaliation doesn't wear off with unsuccessful hits.
- Fixed: Avoiding "Relic Intensity" when picking up a Relic with "Dismount" active.

Client - Sounds:
- Fixed: Ambient sounds sometimes were not being removed. Also, "Desert Wind" sound adjusted to something more tolerable.

Client - Interface:
- Modified: World Map height raised for it to show all forts and castles in default centered view.

This version also includes fixes to several of the changes mentioned in previous changelogs.

Regarding rewards, inactivity is when the player is at least 5 minutes without moving or 10 minutes without getting involved in combat.

Please, post all your comments and errors about the changes of this version! Thank you!
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Old 05-09-2015, 04:01 PM   #250
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Quote:
Originally Posted by Adrian View Post
- New: Reward System. Allows to get a reward for holding, recovering, invading or avoiding invasions.
When a fort is captured, a counter will appear. When the counter finishes, a reward is given. It can be gold from the Chest of the fort and/or Warmaster Coins.
Another way to obtain warmaster coins, fine... but what about new rewards? Jewelry, gems, enhancements, war banners... whatever :{ And please, make thorkul and daen rha concentration rings useful :>


Quote:
Fort camps are approximately at 2:45 from the Wall and 1:15 from the Fort. Castle camps are at 2:00 from the Wall, making them more strategic to have captured.
I like it!
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