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Old 04-09-2008, 11:32 AM   #31
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Quote:
Originally Posted by CumeriTarenes
You don't like luck in a game? Play chess.

Without luck it is who makes the oponent dizzy first, and who keeps the enemy dizzy/knock/cannot attack. And since warlocks are having most of these kind of spells it gives them an advantage
combat control spells ftw

and you rather want lottery? Pah, chess can't be played like that. Besides this is a teamgame and you argue pvp, warlocks are easy, if he dizzies you run behind the nearest object, if he does a cannot move you dizzy him, will domain, precast ambush.

It's about timing your spells correctly.

If you fight a warlock without wind wall and you don't use chance spells and you die, it's because he was better
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Old 04-09-2008, 11:39 AM   #32
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Quote:
Originally Posted by Angelwinged_Devil
and you rather want lottery? Pah, chess can't be played like that.
If you really can't open your mind then I feel sorry for you.

Quote:
Originally Posted by Angelwinged_Devil
if he dizzies you run behind the nearest object, if he does a cannot move you dizzy him, will domain, precast ambush.
And how exactly do you know he is going to knock you down? I really like my knockdown and it helps a lot. He could just be casting EB...same casting time, same animation (that is, no ring of light, just the blue glow on the staff).
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Old 04-09-2008, 11:43 AM   #33
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Quote:
Originally Posted by CumeriTarenes
- often there is only one conju. Gal described the situation very well I think.
- so you agree?
- ok...maybe I have to clarify why I said I wish a dmg cap. Actually it would be enough to tone down ripost and south cross a bit, means either in the effect or increase mana cost or increase cool down. At the moment it is just too much damage for only a a very few effort.
- I just brought up a range damage cap because it would be just fair to have it when you have a melee weapon cap
- just a little more speed. Also, it does not matter if it makes sence if a heavy armoured class can run fast since it is a fantasy game. It also does not makes sence to cast spells at all then...
I thought about giving spring for knights 1% more speed each lvl, so that at lvl 5 they would have 35% speed bonus instead of 30%. It is just for small sprints to reach an enemy or to rush in.
- I asked for more int because it would make knights even more tanks, since they will resist more and they will have more mana to buff others and them self more.
- if there is only a conju it's a realm/clan issue. Confuse is a spell fine as it is, and in order for a hunter to have it he has to sacrifice points elsewhere... meaning less dmg abilities on many sets. Conjurers will *always* be one of the prime targets to other defensive classes simply because if he's not killed your last 2 (can be one with a knight SC) to *insert number* dmg deliverer skills will be wasted with a heal ally 5.

- well, it's a bit dangerous address such large modification since I don't have a perfect knowledge of the game mechanism (better ask it to Megrim).

- I understand your concern, I think it's a bit too much... specially when I don't play barb! But I would vote for a casting time change... prolly 2 sec with a fancy animation (a I'M CASTING SC over his head, in purple neon, would be enough)... hell but what do I know?! It can be countered, and to be "overpowered" you have to max slashing, and since you also need maxed warcries there isn't much room for many-other-useful-stuff. In the end you have to rely on it, and if it fails you'll die... Red pawned twice a barb with maxed slashing and maxed warcries 4 lvls above him, the only thing he has maxed is shields and he used ripost at 3... once you get your bum kicked for a couple of times you learn how to avoid it... sometimes.

- yes I thought so.

- for me "the heavy armored" hindering features make all sense... there's no fun on roleplay if your knight suddenly starts casting fireballs or ice blasts or... unless he's an "Eldritch Knight", or a "Red Dragon Disciple"... or... sorry (btw in both cases you won't be able to use a shield and you'll have penalties for using a heavy armor).

- mmm, I could suggest (if anyone hasn't done it before) a power that lowers protection but converts on mana the dmg soaked... or a "steal safe" mana passive (it has been suggested)... or a knight "mana pool"... or a passive intelligence, darn, wait, that was what you proposed! Anyway yeah, it would be nice but the problem would be... where? (on the skills tree)

Quote:
Originally Posted by Angelwinged_Devil
I just think the chancespells should be removed, luck can't be modified. Resist/evade/blocking rates toned down. Then it's ALL about strategy and you suck if you die. And you won't die because you're unlucky, you have things to learn then, and you will always learn something new, you can't learn luck. Then you can start discussing balance.
"Luck" can be modified by understanding game mechanics (if it works well or not is another issue) and by the usage of skill points. Remove chance spells and you'll only get other balancing issues... repeat it until the infinite and you'll find yourself in front of the perfect game: chess.

P.S. I took too much time to write the reply... bah...
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-- Chapter 1.1 of The Tale of Heike, Helen Craig McCullough's translation
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Old 04-09-2008, 11:45 AM   #34
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Quote:
Originally Posted by Necrovarus
If you really can't open your mind then I feel sorry for you.
I can open my mind a lot, but people who chose to rely on luck instead of their skills know they suck, so they chose the easy way instead of becoming skilled

Quote:
Originally Posted by Necrovarus
And how exactly do you know he is going to knock you down? I really like my knockdown and it helps a lot. He could just be casting EB...same casting time, same animation (that is, no ring of light, just the blue glow on the staff).
You don't, I'm saying what he could do afterwards
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Old 04-09-2008, 11:46 AM   #35
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What if the warlock kills you with a ton of dmg spells while you're knocked down? For example all your buffs wear off, you take a Golem Fist, Fireball, Lightning and Meteor? Dead.
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Old 04-09-2008, 11:52 AM   #36
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Yoshi, I think Barbs should be able to kill fast, but SCs around 2k on a Knight (like I got by Maton yesterday) are totally out of proportion. My idea is rather to change Knights than Barbs (ie, a damage reduction passive for all damage types in Vanguard). Btw I didn't have the slashing resist, but I used to have it and even with it I got 2k barb's hit (with armor very good on slashing). I think Knights need more damage reduction so they can survive a melee... They're truly easy kills right now.

I really hope that after NGD's reorganization they will look (1) into Knights (2) into the whole absolute chance craziness.
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Old 04-09-2008, 11:52 AM   #37
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Quote:
Originally Posted by Necrovarus
What if the warlock kills you with a ton of dmg spells while you're knocked down? For example all your buffs wear off, you take a Golem Fist, Fireball, Lightning and Meteor? Dead.
you won't be able to resist, evade or block when you're knocked down anyway, it's an intention from ngd.
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Old 04-09-2008, 11:54 AM   #38
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Quote:
Originally Posted by Angelwinged_Devil
you won't be able to resist, evade or block when you're knocked down anyway, it's an intention from ngd.
Now, what does that mean?
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Old 04-09-2008, 12:06 PM   #39
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Quote:
Originally Posted by magnet
Yoshi, I think Barbs should be able to kill fast, but SCs around 2k on a Knight (like I got by Maton yesterday) are totally out of proportion. My idea is rather to change Knights than Barbs (ie, a damage reduction passive for all damage types in Vanguard). Btw I didn't have the slashing resist, but I used to have it and even with it I got 2k barb's hit (with armor very good on slashing). I think Knights need more damage reduction so they can survive a melee... They're truly easy kills right now.

I really hope that after NGD's reorganization they will look (1) into Knights (2) into the whole absolute chance craziness.
Yes, you are right... a dmg reduction from slashing dmg should be implemented... says the guy who got hit by a typhoon for 1700+
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-- Chapter 1.1 of The Tale of Heike, Helen Craig McCullough's translation
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Old 04-09-2008, 12:11 PM   #40
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Quote:
Originally Posted by Signatus
Yes, you are right... a dmg reduction from slashing dmg should be implemented... says the guy who got hit by a typhoon for 1700+
No no, there is a reduction for slashing in piercing lv 15. Are you talking about an active buff (like Shields Wall or Deflecting Arrows?). In that case, yes there should be one.

But what I'm saying is that I think there should be a passive like Acrobatic in Vanguard, 30% resist *all* damage at level 5. With the other passive resists, a Knight could get up to 50% resist for some damage types (but not all).
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