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Old 08-10-2010, 12:35 AM   #21
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Facepalm ...
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Old 08-10-2010, 12:42 AM   #22
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Quote:
Originally Posted by Lumi_Alsius View Post
Facepalm ...
you can virtual facepalm all you want to, but what does that add to the discussion nothing!!

I don't want to be a marksman relying on evasion spells..... and tricks....

I want to be able to do at least some damage if I am playing that class, but we will just have to wait and see what the update brings.

but the facepalm is really immature.
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Old 08-10-2010, 12:56 AM   #23
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Quote:
Originally Posted by _Enio_ View Post
Seriously i dont like that SoW & new Escapist create more situations you can barely counter.

Would you mind to further tweak the cost, CD and change the Duration to 3,4,5,6,7s? It shouldnt be a spell you use to tank heavy incoming attacks for such long amount of time.
Especially the combination of the new Escapist and SoW will be seriously retarded. 7s is more then enough to use it tactically but not long enough to unleash deadly combinations.
It would also limit its use as a get out of tricky situation. Well timed or antizipated use would still be greatly rewarded.
Pretty much what I think about this. 7s is really more than enough, as I'd just use it on level 1 anyway

But I think range 20 bows shouldn't exist, as it's really close to the enemy.


Oh and cold blood feels great 650 crit
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Old 08-10-2010, 12:59 AM   #24
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Quote:
Originally Posted by Seher View Post
Pretty much what I think about this. 7s is really more than enough, as I'd just use it on level 1 anyway

But I think range 20 bows shouldn't exist, as it's really close to the enemy.


Oh and cold blood feels great 650 crit
I just don't understand how NGD is going to make hunters hit harder than marksmen; even if it's a short duration skill? :O
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Old 08-10-2010, 01:00 AM   #25
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To discourage Knarbs, move Disable limb to Tactics and add an immobilization/knock spell to Slashing instead. Back slam and Defensive stance also need some love to cope with the lowered damage and movement speed of Knights. The new 'Protector' spell also really needs to be 30% damage resist and +100% protection at level 5 instead of +200% protection. As it stands it is far too dependant on the Knight's armor which forces players to chose between decent armor (for one buff) or decent stats.

I am not yet convinced that the changes for Knights are beneficial. Keep in mind that after this update, Knights will participate in charges alot less, because 1) Deflecting barrier, which is now fixed, is best for covering archers and mages due to its effect, and once you are in a melee battle it is useless, 2) Knights will have no damage to help with melee combat and 90% of their spells such as Kick, Ribs breaker, Balestra and Shield bash will be disabled, and 3) You only need Shield wall to support a charge, which you can just cast on all of the Barbs and let them go, you don't even need to follow.

So far it is looking like the Knight will merely be a support unit instead of the warriors they previously were.

Kind regards.
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Old 08-10-2010, 01:14 AM   #26
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Please bring back Onslaught to affect the caster.

Even if the damage bonus is only applied to allies and not the casting barb, the speed boost should at least affect the casting barb as well so he can at least rush with his allies if he's the only barb in the group.

Thanks.
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Old 08-10-2010, 01:41 AM   #27
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It looks like pets can't go as far from the hunter as they used to. I'm seeing about 22 meters on Amun vs 38 or so on Horus. Hunters will have to hide behind much closer trees when their pets are killing me. Wear raincoats, guys, audience in the first 22 meters WILL get splattered!
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Old 08-10-2010, 02:02 AM   #28
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with this update I feel like a petless hunter and I shouldn't have to run around with lvl 19 tricks or lvl 19 evasion to survive in a war. Marks should do more damage than a hunter period....if the vision is for marksman to be the offensive archer class a hunter should not be able to out dps a marksman.

Edit: Especially when the marksman is specced out for high normals and crits.
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Old 08-10-2010, 02:10 AM   #29
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First, speaking as a mage, making SK as DoT is Okay in my opinion, because it has a chance to be dispelled, but making mobs immune against it, why ?
SK is the spell that makes Warlock grinding decent, saving them from resting too much, now grinding a Warlock will be a pain, because it's already hard enough due to resists... I know you want to make mages' grinding harder, to "promote" other classes, but making it a pain will just make more people quit....

Then, speaking as a marks, I don't notice the damage increase, it's still incredibly low.

Thanks for making a step back concerning the extra range, because +10 meters was really too much.

The Low Profile nerf is good too, it was almost always used as a cheap emergency button to escape any situation easily, I'm glad it will be over.

I'm kinda worried about the new escapist. This new spell combined to SoTW will be like a god mode, almost immune to spells and normals but able to attack is too much, especially concerning the new SoTW cooldown, I think both of these spells need to be reduced in duration.

I don't understand why hunters need this new spell, yes this is short, but very very powerful, too powerful for this class really, especially regarding the AS increase and its low CD, really at the moment, marks hit like butterflies, but you give to hunters such spell ? I really don't understand, see how OP it can be already :


Same thing for the removal of camouflage speed malus, and allowing hunters to buff under camouflage, Hunters are overpowered already, and you buff them more.

To finish : When will we see a nerf for Confuse ?
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Old 08-10-2010, 02:52 AM   #30
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with instant cast camo though, id still be able to escape any 1vs1 or 1vs2 ever. assuming im not dizzied or knocked, i still have several spells to give me time to cast camo even NOW, just takes more points. I can use stun fist, distract, ambush, and camo, or for even a little range, use hinder or caltrops (thought i doubt caltrops..just saying if say i had 3 barbs rushing me and i needed to run id use it to gain ground) followed by a snare if just 1v1, and thats some time to cast camo.

I think itd still promote the class to be able to exit any fight as he chooses, which isnt good..all classes need a risk of being killed with no escape possibilty in pvp.

I agree also about the fact sk cant be cast on mobs shouldnt be there though, as theres no reason why a mechanic should work in pvp but not pve..its too confusing, and players need experience with skills early on. I have limited experience grinding a lock but i remember using sk extensively, because of resists and needing hp. with changes in armor though, barrier does last longer, so i can see sk being less crucial but still..IMO grinding should be made easier for melee, not harder for mages. Maybe something like taunt needs to have a shorter cool down, a frenzy type damage resist spell for knights, or potions should be bought for gold.
A class experience bonus even? like knights can have a 50% bonus per mob?
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Last edited by Kittypretty; 08-10-2010 at 03:18 AM.
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