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Old 03-11-2014, 11:37 AM   #31
Jack_Dragonkiller
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SP should only be activitable on forts and the area around them, but then it shouldn't get deactivated by moving. I think that would be a good compromise.
But some changes were necessary for a long time.

Last edited by Jack_Dragonkiller; 03-11-2014 at 11:54 AM.
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Old 03-11-2014, 03:22 PM   #32
Cresto008
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Quote:
Originally Posted by kmdk View Post
And not a marksman asked to play long range ,but NGD forced us to do ,because of nerf on short bows ,escapist ,mobility ,etc ...
RA is very useful, one has to know when and how to use it. I use it on my lvl 52 marks and never died because of its usage.
And marksman SHOULD play long range. You're not a knight with bow to play at range 10. Skill foresight and parabolic both at 5 and use the variety of range 0 spells to sabotage and eventually cripple and kill your enemies from 50 range.

But yeah, short bows are required to tackle ganking hunters and the nerf on SP is bad as already said by many, it just made the entire arrow mastery tree almost useless...
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Old 03-11-2014, 03:48 PM   #33
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Originally Posted by Cresto008 View Post
RA is very useful, one has to know when and how to use it.I use it on my lvl 52 marks and never died because of its usage.
Try to use it with short bows ....in fact this is the main reason that short bows are dead for marksman because they have no other damage amplifier as hunters does(cold blood).

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Originally Posted by Cresto008
And marksman SHOULD play long range. You're not a knight with bow to play at range 10. Skill foresight and parabolic both at 5 and use the variety of range 0 spells to sabotage and eventually cripple and kill your enemies from 50 range.
And if it's that what marksman shall be ,i wonder why wee still complain about nerfs.This give me the feeling that wee are units and NGD play with us Might of Magic.
And yes that's my setup,is there other way to skill ? all forced to skill in same way ,there is no variety of setups ,there is not dynamic of gamplay.

If you look back there was tons of combinations ,long bows /short bows ,defensive setup ,offensive setup ,now wee are clones ,no fun ,nothing.

But whatever ,wee bait the tail ,that's the gameplay ,even someone wants or not .
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Old 03-11-2014, 03:56 PM   #34
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Originally Posted by kmdk View Post
This give me the feeling that wee are units and NGD play with us Might of Magic.
Hahahahahaha, true story, my brother. I was just pulling your leg nothing more
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Old 03-29-2014, 07:31 AM   #35
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Originally Posted by chilko View Post
Our idea was to make SP a spell that would be mostly useful during fort while not making it so OP for 1vs1 or in open battle.
IMHO 1vs1 should never be a benchmark, other that if any single subclass is found to successfully roam around all alone, there is something wrong with it.

The benchmark should be comparing teams of six, where the objective would be to have a team of six consisting of one of each subclass typically beating every other constellation of six players. Then every subclass has a tactical purpose.

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Other marks spells where actually improved.
Like what? The whole aiming-tree seems useless now.
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Old 03-29-2014, 07:50 AM   #36
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Originally Posted by Wi3ld View Post
In any case, marks class is in a sorry state, and it has been made worse thanks to the last update.
I have noticed how marksmen have simply vanished from Ra and Haven now.

Personally, I mostly play knight now. I really don't see what the tactical role would be of marksmen atm. No point in attacking mages with dot's or debuffs as they simply debuff themselves once every 10th second. No point in attacking warriors who has too high const/hp to deal with for an archer. (which is the way it should be imho) So it leaves marksmen to concentrate on enemy marksmen, which now are few and far between. I could revert to high normal/high critical/long range, where I don't need SP and don't rely on dot's but that is a rather boring gameplay.

So I play knight, where I can have a purpose and make a difference.
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Old 03-29-2014, 09:14 AM   #37
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Originally Posted by chilko View Post
Our idea was to make SP a spell that would be mostly useful during fort
At a fort, you still have to move around. You have to get under cover when there is too much heat, and move around to the back when there are more important targets there etc.

Basics: Movement and fire are the two main elements of combat.

You have disabled movement. Hence there is no combat.
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Old 04-20-2014, 12:27 PM   #38
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A month later.

The reply was silence.
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