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Old 07-15-2010, 05:09 PM   #31
AntibioTsu
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Nerf on cast speed could be replaced by:

a) Cast speed debuff - maybe a new confuse?

or b) Cap it.

These are reasonable solutions to the current problem caused by the +Cast speed bonus gear you NGD, created and brought to the game.

About Arcane Devotion, I don't know how the nerf will be done, but if it's done to duration, maybe it'll only hurt Warlocks as Conjurers have Insightful...
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Old 07-15-2010, 05:41 PM   #32
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Quote:
Originally Posted by Tsuku View Post
About Arcane Devotion, I don't know how the nerf will be done, but if it's done to duration, maybe it'll only hurt Warlocks as Conjurers have Insightful...
I heard that was broken
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Old 07-15-2010, 05:43 PM   #33
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Quote:
Map

* Move the Trelleborg Save and fix the mountain to Algaros so both forts are not so easy Accesible
* Move the Wall 2 Castle teleport in alsius so it is not so easy for the enemy to go to the Castle after taking Trelleborg.
* New teleport in Alsius to travel faster to Syrtis Castle Area
I never thought I'd see this day come

As for everything else, I'm pleasantly surprised, it really looks like NGD has been listening to our requests after all
The only thing that worries me a bit is the devotion nerf and how it will afect conjurers. Besides that, I can't wait for this balance update
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Old 07-15-2010, 05:55 PM   #34
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Also make Boss drops equal for all realms, Don't like that ignis has Excelent resist to fire and alsius has Excelent resist to cold... There are very few cold spells and many fire spells..
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Old 07-15-2010, 05:58 PM   #35
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Quote:
Originally Posted by Stooge View Post
Also make Boss drops equal for all realms, Don't like that ignis has Excelent resist to fire and alsius has Excelent resist to cold... There are very few cold spells and many fire spells..
Um dont do that...there is a reason that it is the way it is

Alsius setting=cold means they are more use to it, Ignis setting=hot so they are more use to it
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Old 07-15-2010, 05:58 PM   #36
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I agree about almost everything, finally you took in consideration the multiple requests of the community, and really I'm very glad of it and I can't wait to see the new balance updates.

Except for :
- Arcane Devotion nerf

Tell me who will play Support Conjurer again, currently even with high devotion level, it already takes forever to cast some Conjurer spells, and the fact that they have to stop to cast and the short range of these spells don't make it easy too, this nerf, coupled with GCD nerf will just make Conjurers life even more harder because they will be as slow as turtles, or be forced to put the max points into devotion and seek for uber CS items to have a decent casting speed...
This won't resolve the big imbalance between the mages having uber CS items and those who don't.

A CS cap would have been much more reasonable, and would have mostly solved these imbalances due to uber items too.

But I understand that NGD can't set a CS cap, because it could have an impact on gem boxes sales, so at least for god's sake, reduce the casting time of most of the Conjurers spells, make heals instant like before, show them some love, because as it is now, this update is yet again a new nerf for them, and they really don't need this.

Anyways this is mostly good, I hope you will take a look on other issues like Low Profile, and show to some class, some love instead of nerfing-only, like Marks who really need improvement, actually without uber stuff they can just be a lame version of hunters, Knights' support role has been reduced to uselessness, their auras need to be back to 360 degrees radius, and the 3-auras limit must be abolished... etc...
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Old 07-15-2010, 06:00 PM   #37
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Really like the changes anyway, I want to know more and more.
Anyway I would reserve my critics until I see it =)
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Old 07-15-2010, 06:01 PM   #38
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Quote:
Originally Posted by TheMessenger View Post
Alsius setting=cold means they are more use to it, Ignis setting=hot so they are more use to it
Because the games mythology is more important than balance?

Im not sure how It could be done well with dragon armour but for the superboss's at least each should have a varient of each drop available, for example Dean Ra could have a version of Evendims hammer just paint it red rename it and swap the element damage to fire.
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Old 07-15-2010, 06:05 PM   #39
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Quote:
Originally Posted by Umaril View Post
Because the games mythology is more important than balance?
Sorry I thought the realms were suppose to have at least some uniqueness when it comes to armour/gear. Its not like the gear makes a big affect so what are you talking about balance for? It is balanced.
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Old 07-15-2010, 06:06 PM   #40
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Quote:
Originally Posted by _Enio_ View Post
We need a thread to discuss the changes.

Is it intended that my range 43,7 normal hit range gets cut down by 7 to 36,4? Its scaling reduction. range 23,3 -> 19,9 range 28,9->24,4 range 34,5 -> 28,6.

Its only for normal hits, i can shoot range 0 spells but normals wont come out.
I am not certain about this and the whole concept of scaling. Because of issues associated with a lack of mana on most occasions, I rely on normals. Will this force me to get closer to warriors to make a normal hit? Let's discuss...
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