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Old 04-07-2015, 05:16 PM   #21
Ivramartono
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inb4 deleted post cuz of verbal abuse.

some of the areas are resisted very often and i think that is very zerg friendly.
and another advice for you: just remove resists and re-balance spells. Resists are most frustrating of all and shouldnt be in the game. Actually i didnt feel any difference on amun regarding resists.

Best,
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Old 04-07-2015, 06:38 PM   #22
pieceofmeat
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Quote:
Originally Posted by Ivramartono View Post
inb4 deleted post cuz of verbal abuse.
http://i.imgur.com/eMaPNE2.jpg?1
some of the areas are resisted very often and i think that is very zerg friendly.
and another advice for you: just remove resists and re-balance spells. Resists are most frustrating of all and shouldnt be in the game. Actually i didnt feel any difference on amun regarding resists.

Best,
Did you test AoE's on players?
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Old 04-07-2015, 07:41 PM   #23
Ivramartono
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Quote:
Originally Posted by pieceofmeat View Post
Did you test AoE's on players?
Yea, i dont have it screened though. was there in amun for 2 hours, dunno if its occasional. i need exact information on how resists are calculated but that is nowhere to be found.
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Old 04-07-2015, 08:05 PM   #24
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I've spent a good few hours testing on Amun now, mainly on my warlock. In my honest opinion there are still too many resists present. More than 1 resist in a single pvp is too many Imo. Like it has been mentioned above; remove random resists completely and add or rework some spells in each class to provide spell resistance. There is still too much of a luck factor as things are. A dev mentioned somewhere that the update is supposed to bring in more of a skill factor. As it stands, you can master your class in certain scenarios and make every right move but still end up dying, that's not right I'm afraid. NGD, balancing sub classes to the best of your ability and then throwing in the roll of a dice contradicts and negates that said balance. People will argue that if there are no resists it is too easy to chain spells. What is failed to be mentioned though is factoring in team play. In a game predominantly designed around RvR, why should you be able to roam around the warzone alone, stumble across a lock or a hunter, and resist your way out of trouble randomly. No consequence for the risk?
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Old 04-07-2015, 09:56 PM   #25
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It doesnt matter much what situation you look at, resists affect both rvr and pvp and should be reduced. I played for a while and I find it odd that frozen storm get resisted often while ice blast and lightning never. If anything it should atleast be the other way round.

with enhanced crits and removed hit chance factor, the archer becomes an even more powerful class than they already are. You keep pushing that class more towards godmode and its time to put an end to it.

Last edited by Kopstoot; 04-07-2015 at 10:18 PM. Reason: combining double post
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Old 04-07-2015, 10:40 PM   #26
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Archer. Max range 30 = everything is fine

Resist. Lower random resist or remove and give spells like sotw but in a weaker version as a counter spell to all classes. Some kind of basic spells. Short duration, long cd. Mini sotw, mini sprint, mini self heal.
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Old 04-07-2015, 11:21 PM   #27
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I think it looks really good, i tried it some time as well and personaly i didnt have problems with the resists. Maybe you could ad a mechanic if a spell gets resisted the next one has 0%chance to resist. This way you can still resist important spells but at least you are sure the next one wont be able to get resisted.

The crit damage on archers is kinda over the top, i guess you noticed that already and since its a work in progress i expect that to change.
With that you could make concentration a more usefulls spell, on the live server 6 hc is more usefull on a weapon then 5 concentration. Didnt change i would really like to see something done there.

Besides that great work, i like the changes
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Old 04-08-2015, 11:06 AM   #28
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Hit chance being turned into crit damage seems unnecessary imo. Hit chance had almost no effect with the old system, so hit chance spells/gems/gear was worthless. I'd be more inclined to replace hit chance with some value of evade % - rework the number a little and allow the class with the higher dexterity have substantially higher evades. Of course an archer who wants to max out their evade chance will do so at the cost of spells that increase damage or cc's, but that's all part of the balance.
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Old 04-08-2015, 11:16 AM   #29
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Has anyone had any luck testing Warlock on amun?
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Old 04-08-2015, 12:45 PM   #30
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I would much prefer NGD to remove resists/block/evade to rng, things like that should be tied to skills used. I think the worst thing is having someone resist your spells while they're standing still, or running away without even casting a spell.

You already have some spells in place for evading and blocking, I have seen the return of resists while someone is knocked as well. Let's face it the system makes no sense.

If we were to evade/resist/block/dodge I would rather it be tied to spells used.

I would also like to see a stat that benefits mages as well, more so warlocks that isn't cast speed or int/mana.
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