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Old 05-16-2008, 06:27 PM   #31
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Quote:
Originally Posted by gph
Tricks a sucky discipline ? who are you trying to fool ?
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Originally Posted by zielski
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No one. It is only hate, bitterness and prejudice. And it has nothing to do with his nationality, even if he was trying to convince us to this before
</troll mode>

You guys are so easy
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Old 05-16-2008, 09:05 PM   #32
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Quote:
Originally Posted by zielski
Well it look like it really have 15 range but when you are affected then walking out of range doesn't help. IMO it stick to player and disappear when you walk much further than only 20m. Last time mod was over on me when i was 30m from caster :|
Yeah, the area it affects is frigging GIGANTIC.
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Old 05-16-2008, 09:10 PM   #33
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Quote:
Originally Posted by magnet
How MoD and aura works:
- Every second, there is the area effect (dizzy for MoD) reapplied on you.

Why MoD isn't removed when you get out of range:
- Because you need to get out of range, then for the dizziness to fade out (about 4s).

Why can a Barb with Unstoppable get dizzy in MoD:
- Because every second you get a "re-roll" of dizziness, so the probability to "eventually" get dizzied (10% by roll), after 7s, is actually more than 50%....

So just kill the warlock fast, it's easy. Btw I don't think there's any reason for a Barb to complain, I played with Unstoppable and it very good. Yesterday with my Knight I killed a 'lock in MoD on 2vs1 (2 against me, a Marks attacking me at the same time), the Warlock fell down easily... (and after I killed that Marks who tried to escape -_-). If a Knight can do it with shitty hits it's even easier for a Barb, btw I see Barbs killing warlocks in MoD everyday.

Is MoD overpowered:
- No, the effect isn't overpowered, but the duration is certainly. There is no justification right now for MoD to last this long. Last year there were fewer players of each class, and we had wars with Warlocks and no need for a coordination. Right now MoD is too easy and requires too few sacrifices. Three Warlocks can keep it running permanently very easily (unless I MindSquash it, I love it so much ). Anyway my proposal isn't to change the range or effect, just to reduce duration to 20s, 30s, 40s, 50s, 60s (instead of 60s for each level) and reduce the mana cost accordingly. However even with the current duration, MoD is nowhere near as overpowered as Confuse. Let's not forget MoD is a lv 19 spell of a sucky discipline (and every Warlock could live with Sk/Vamp lv 4) whereas Confuse is lv 15 of a sucky discipline .
I agree with the duration of MoD being too long, but confuse is nowhere near as good a spell. It affects 1 person vs all people in a 20m radius. It lasts a max of 40 seconds(at lvl 19/5) vs 60 seconds for MoD. With confuse you can cast offensive spells, with MoD you can cast nothing.

IMO MoD is a couple orders of magnitude more potent.
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Old 05-16-2008, 10:54 PM   #34
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Quote:
Originally Posted by Valorius
I agree with the duration of MoD being too long, but confuse is nowhere near as good a spell. It affects 1 person vs all people in a 20m radius. It lasts a max of 40 seconds(at lvl 19/5) vs 60 seconds for MoD. With confuse you can cast offensive spells, with MoD you can cast nothing.

IMO MoD is a couple orders of magnitude more potent.
You kill the Warlock and MoD is over. A group can get this done in no time. As a matter of fact, even one solo Marks, Barb, Hunter with Pet, Knight, Warju or other Warlock can do that very fast. Whereas Confuse will go on whether you kill the Archer who cast it or not, that is if he doesn't SotW+camou/run.

Just like with MoD, I agree on the fact that Confuse is a good spell; but the duration is out of proportion. Both durations should be reduced, for Confuse from what I see it has good chances of being reduced of 10s / level, which is still long but at least not blatantly overpowered. I hope the same for Darkness which is also too powerful (but the cooldown, casting time and mana cost should be aligned on the new Confuse).
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Old 05-16-2008, 11:28 PM   #35
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I win 1 on 1s when confused all the time...because you still have full 100% offensive capability. The trick is to defensively buff as soon as you see the enemy before they close into range.

It is not even remotely comparable to MoD. MoD is 100% total dizzy, and it's in a gigantic area, with 50% more duration. If the duration of confuse was reduced by 10 secs/lvl, i wouldn't even use it. It would be just one more useless skill, to go along with the many others.

In a 1 vs 1 a hunter's pet will be dead in under 5 seconds vs a smart warlock.
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Old 05-17-2008, 12:16 AM   #36
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Quote:
Originally Posted by Valorius
I win 1 on 1s when confused all the time...because you still have full 100% offensive capability. The trick is to defensively buff as soon as you see the enemy before they close into range.

It is not even remotely comparable to MoD. MoD is 100% total dizzy, and it's in a gigantic area, with 50% more duration. If the duration of confuse was reduced by 10 secs/lvl, i wouldn't even use it. It would be just one more useless skill, to go along with the many others.

In a 1 vs 1 a hunter's pet will be dead in under 5 seconds vs a smart warlock.
1) Not all classes have buffs which make them evade 55% of skills thrown at them (that's dodge+spell eludes) + damage resistance + armor buff.

2) MoD is a lv 19 spell of a sub-class tree, Confuse is a lv 15 spell of a general class tree... See why it shouldn't be as powerful?

3) I have good hopes Confuse will be balanced.
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Old 05-17-2008, 01:21 AM   #37
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Quote:
Originally Posted by comp
I see someone with MOD I Sudden Strike them and switch to my range 30 lb. Kill em and no more MOD...
Yup, MoD is a please target me skill, on the other hand the combo freeze + MoD = death of almost all ranged people (hunters have a still a chance if they're buffed with spells elude they can run away ^^).

Hard to balance, even if i like Magnet's idea to make the lvl 1 duration shorter and increase with level.
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Old 05-17-2008, 08:33 AM   #38
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Quote:
Originally Posted by magnet
1) evade 55% of skills thrown at them armor buff.
Ahahahahaha. Good joke. Now move your ass to Amun and do some tests, not on arena and not with lvl1 spells and not once. After that do some stats.
Quote:
Originally Posted by magnet
3) I have good hopes Confuse will be balanced.
And i have hope that warlock will not be able to use silence, beetle swarm. I hope that all ranged summons will be deleted. That hunter will have dizzy spell. And that you will stop being prejudiced.
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Old 05-17-2008, 08:36 AM   #39
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Quote:
Originally Posted by zielski
I hope that all ranged summons will be deleted.
Me too, a Zarkit might have low health but with a conjurer healing him it's much much harder to kill than a pet.
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Old 05-17-2008, 08:43 AM   #40
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Darkness the Zarkit or Confuse the conjuror. If you have neither of these,
a) Stop being a warjuror and ask your allies for help.
b) Kill the Zarkit in one hit.
c) Maybe you're not supposed to have an easy time against warjurors.
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