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Old 07-24-2010, 10:21 AM   #31
Arkenion
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Why do you make lvl 5 terrror 90 percent??
Why not just 100? I don't get it! It's not like the game is enough luck-based already, no, now even a simple terror is based on luck...

I know 10% isn't much, but it'll occur and appear bugged all the time, like SotW etc...
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Old 07-24-2010, 10:31 AM   #32
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Quote:
Originally Posted by _Enio_ View Post
uh oh. Knight buffs will be pretty op when they will be easy to use like that.
How long does db and heroic buffs last on amun?
Knights and Op in the same sentence, never thaught Id see that. Dont think they will be overpowered but hopfully will have a more significant effect in war now.

Also the global cooldowns I see are rated as very short, short, normal etc though they seem to all be the same cool time, I guess its not fully implemented yet.

Positions are also a mess for me.

Note: Visual bug (I assume) on Umaril my Arcane Devotion reads 'cast speed +100%'
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Old 07-24-2010, 10:41 AM   #33
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Quote:
Originally Posted by Shining-Scias View Post
Even if most of these changes are welcome, i'm very unpleased by this :



This is no more than a HUGE nerf for Greater Healing.

The Current GH heals for +40 hp per second for 60 seconds (=2400 hp), the new one does only +30 hp for 30 seconds (=900 hp) !
And the worst thing, is that it doesn't affect the caster anymore !! And it's probably not stackable anymore since it's an area buff and not an aura..
I kinda have to agree the duration for the new greater healing needs to be made so the overall heal amount a person gets is close to the old one. Either longer duration with the same amount per tick or a higher amount per tick and less ticks. Whatever gets around 2400hp again would be great. Other than this I love all the changes great work guys.
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Old 07-24-2010, 10:47 AM   #34
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It would be nice of the new area buffs were reduced to 90-120 secs cooldown, 180 is just way too much for 30 secs.
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Old 07-24-2010, 11:01 AM   #35
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concerning greater healing i can see two scenarios when attacking fort door, depending on how it will be implemented. (i am not saying that it will be like this, its just possible scenarios)

1) gh doesnt affect caster.
then it will probably work out of sanctuary, pushing conjurers into sorcery tree, because let's face it - pylons alone isnt going to sustain area avalanche. and conjurers without steel skin are too fragile to stay at door with just pylons on, especially if there isnt many pylons or they are just casted.

that means that door bashers probably can expect no pylons at door some times, because conjurers will not be able to sustain the possible damage of area rush, resolving to use sanctuary to approach door and cast gh.

2) gh affects caster.
conjurers might resolve just to stay back, because they wont be sure if they can time the area rush with gh, and probably cant sustain the rush with just pylons on as mentioned in first scenario.

of course steel skin is going to help a bit, but it has rather big manacost and cooldown, meaning that it isnt availible at all times. still, with new proposed greater healing maxed sorcery is a must, if conjurer wants to operate at door.


another question of new "aura-areas" is - will they work like current such spells, like "off with their heads", meaning that visible reward for such area will be just from first kill? further more preventing knights to level up with using auras?
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Old 07-24-2010, 12:02 PM   #36
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i don't understand why mana phylon hasn't been nerfed/altered.
its the main reason for people standing together.
And i guess it is very much work for the server to calculate how strong the barrier is. manaphylons are worse than greater healing and therefor should be altered.
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Old 07-24-2010, 12:09 PM   #37
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About GH i would suggest to heal a fixed amount of health instantly (like 900 hps + healing over time), since it can't be stacked anymore. And maybe lower the cooldown to 120 secs.

Other changes seems pretty good, knight buffs + material wall is going to be awesome.
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Old 07-24-2010, 12:19 PM   #38
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Quote:
Originally Posted by Umaril View Post
Note: Visual bug (I assume) on Umaril my Arcane Devotion reads 'cast speed +100%'
nah, that's correct I think...

Quote:
Originally Posted by chilko View Post
We also changed from a Casting time to a casting speed model, for both normal attacks and spells.
Arcane devotion has been increased by 2 to cope with this new non-linear model. Other speed altering spells will be adjusted like this soon.
Some bugs with the armors has been fixed so some items will have better protection. Now the tunics also protect the legs.
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Old 07-24-2010, 12:20 PM   #39
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Greater heal seems not enough effective, but i haven't test it.

About Typhoon and thunder strike. Have you ever tried in a fort war for example ? There is already many resists, the reason why i don't use it. So in addition to a chance to be successfull, typhoon and thunder strike will be useless.

Except if ...
Quote:
Originally Posted by chilko View Post
PVE:
  • Fix in the evasion/resistance system for normal and challenging creatures
... apply to players.
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Old 07-24-2010, 12:26 PM   #40
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Quote:
Originally Posted by chilko View Post
....
I think this would be a great update!!

But I'll keep dying in the hands of hunters without hitting them even once (If they know how to hit and run).

/me is thinking about grinding a knight

P.D: I am glad to hear that the map editor works now, so this means you'll move Eferias??
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