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Old 05-17-2015, 09:49 PM   #291
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[QUOTE=Ivramartono;1832643]The change for sprint needs to be in its own seperate balance update.....

They prolly changed it cause of grounding arrow, adding immobilize on that made it next to impossible for a barb to ever reach a archer in 1 vs 1/small scale fights.

However buffed spring may cause bad things to happen in RVR situations, we will see. (but prolly nothing a well placed MS 5 cant sort out ;o)
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Old 05-18-2015, 12:53 AM   #292
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(but prolly nothing a well placed MS 5 cant sort out ;o)
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Old 05-18-2015, 06:42 AM   #293
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[QUOTE=-Aniara-;1832665]
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Originally Posted by Ivramartono View Post
The change for sprint needs to be in its own seperate balance update.....

They prolly changed it cause of grounding arrow, adding immobilize on that made it next to impossible for a barb to ever reach a archer in 1 vs 1/small scale fights.

However buffed spring may cause bad things to happen in RVR situations, we will see. (but prolly nothing a well placed MS 5 cant sort out ;o)
The problem with that sort of balance is they've moved from the archer certainly winning to the barb certainly winning.
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Old 05-18-2015, 08:23 AM   #294
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The problem with that sort of balance is they've moved from the archer certainly winning to the barb certainly winning.
Caltrops 5. Enough said.
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Old 05-18-2015, 08:55 AM   #295
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warlocks will be way easier to catch. Archers are still hard as fuck to reach even with the 35% spring.
The problem is that archer is packed with high range and movement speed combined. Nerf hunter range and remove mobility of marksman as the difference between these 2 classes is minimalistic too. Its complicated and needs its own update
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Old 05-18-2015, 08:58 AM   #296
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[QUOTE=Candyx;1832708]
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Originally Posted by -Aniara- View Post

The problem with that sort of balance is they've moved from the archer certainly winning to the barb certainly winning.




Well like this; If u want every class to have 50% chance of winning/efficiency at the full spectra from 1 vs 1 to full out zerg war, you prolly just made RO a one class game (that would take that all players have same spells/skills). Imo that be boring.

I prefer to look at balance like this;

Every class need to have something it does best and some unique skills thats gives it a role to play in the big picture of things.

The archer vs barb 1 vs 1 should be hard for the barb and in RvR the other way around. Barbs excel at dealing dmg under support, archer (hunter most so) in playing solo.

That said even under good circumstances there should be a risk involved, today a barb vs hunter so much favours the hunter the barb can pretty much just sit down and await transport to cs.

I think the changes to spring is meant to remedy this a bit, if NGD overdo it so much it turns to a given win for the barb they break the hunters main role, to excel at 1 vs 1 scenarios, lets hope they don't do that.

PS Caltrops 5 is a great spell, almost as good as MS 5! (Though it's designed for RVR where it usually gets dispell'ed very fast, in 1 vs 1 scenarios it's just trolling op ;o) This kind of balance issues is very hard to avoid. (same goes for MoD and some other AoE spells, prolly only way around this would be to add a allies around parameter, much like Horn.)
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Old 05-22-2015, 07:54 AM   #297
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Some interesting things on the patch notes that I didn't notice before:

Sadistic servant: Makes lock chains too OP - that's coming from someone who thinks all resists should be removed

Daen Rha isn't attackable from above any more: I get that you had to change it because Ignis can't just rush up there and kill the other realms attacking (they have to go around) but this just means they have one very small entrance they need to guard as opposed to Evedim which is practically open 360 degrees and thork which has two entrances.

Knight change: Will mean less tanking, not sure how this will play in the RvR

Premium additions: Great work!
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Old 05-22-2015, 08:09 AM   #298
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Quote:
Originally Posted by Candyx View Post
Sadistic servant: Makes lock chains too OP - that's coming from someone who thinks all resists should be removed
Nobody will use it anyway... but might be helpful at bosses.

Quote:
Originally Posted by Candyx
Knight change: Will mean less tanking, not sure how this will play in the RvR
Quote:
Shields give Block in half their previous value in absolute percentage. If a Shield had +30 Block, now gives +15% Absolute Block (shown as Block +15)
- Block: Block Chance changed to: 150%.
37,5% Absolute Block with this spell? right? better get disabling ASAP.
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Old 05-22-2015, 08:21 AM   #299
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Quote:
Originally Posted by Candyx View Post
Sadistic servant: Makes lock chains too OP - that's coming from someone who thinks all resists should be removed.
If you skill it and use it, you deserve it, its pretty much useless in RvR.
Besides knock, dizzy resist etc will not be affected.
Spell elude gives +200% = 300%... so its doesn’t even counter a pre buff.
Barbs can use challanging roar to 150% as well, so they are not left with nothing either.

Also funny that mention sadistic guards but not challange with its low cooldown? Knights chains are way more accurate, instant cast and relativly easy to perform without interuption.

And if RNG is update is worth anything resist rates will be more accurate and much fewer anyhow.

My concern is challenging roar will make barbs cast def roar ultra fast and other OP AoEs as well.
Then its the incentive for hunters again is to gank as much and easily as possible.

Last edited by pieceofmeat; 05-22-2015 at 09:23 AM.
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Old 05-22-2015, 11:08 AM   #300
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Quote:
Originally Posted by pieceofmeat View Post
...

Spell elude gives +200% = 300%... so its doesn’t even counter a pre buff.
Barbs can use challanging roar to 150% as well, so they are not left with nothing either.

...
Spell elude is relative increase, so if you're on 5% you'll go to 15%. Sadistic guards is (unless it's changed since I last tested) an absolute decrease by 100%. so 15%-100% = 0%. In fact if you cast this *before* SOTW they should just cancel each other out?
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