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Old 08-10-2010, 02:59 AM   #31
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Quote:
Originally Posted by Shining-Scias View Post
To finish : When will we see a nerf for Confuse ?
NGD has already stated that they are not nerfing Confuse. They feel the other nerfs were already enough.

Regarding Cold blood: It should be swapped with Strategic position and increased to 15 seconds. Marksman is the offensive class and Hunters are the defensive class. This long history of Hunters being DPS and Marksmen being tanks has to end.

Some other improvements to Marksman offense:
- Increase Death sentence to +25% damage and make it range 35.
- Reduce Parabolic shot to 15% range bonus
- Increase Specialist to 15% like other damage passives, and move it to Aiming replacing the hit chance passive there
- Change Foresight to a fixed range increase: +6 meters on level 1 and up to +10 meters on level 5

With the new shortbow range these changes would help Marksmen more adept at short bows than longs, which I feel is a good change simply because short bows has always been the more offensive (DPS) of the two bow diciplines. The rangers (Hunters) should be more adept at long bows due to their lack of range projection abilities. Remember: Marksmen should not be killing machines from a distance, but they should be killing machines from mid-range, because it is their territory.

The Hunter's ability to fulfill this role instead has lasted too long and it is time for some change.

Kind regards.
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Last edited by Mikan; 08-10-2010 at 03:15 AM.
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Old 08-10-2010, 03:34 AM   #32
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/me taps his foot anxiously....

ons still doesnt affect the caster.... i think that you should leave onslaught alone and barbs will be "ehhhh ok i guess".

hell, if u were feeling REALLY generous, you could also make Off With Their Heads affect the caster as well.

i think that to compromise, onslaught and off with their heads ONLY affect the caster IF it also affects another ally.

FOR INSTANCE:

1) a barb is running to a fort, no one else is around, he casts ons and nothing will happen.

2) a barb is next to an ally, he casts onslaught and both the ally AND the barb get the affects. (works with any number of allies).
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Old 08-10-2010, 03:57 AM   #33
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Quote:
Originally Posted by chilko View Post
Hello everyone
Welcome to stage 5 on amun
  • Damage increase for Marksmen

Please try to help us testing and posting your feedback.
I'm really not seeing this. In fact before reading this thread I thought you'd actually slightly decreased Marks damage again.


Quote:
Originally Posted by chilko View Post
Hello everyone
Welcome to stage 5 on amun

Spells
  • HOTP: change to a new active skill – Cold Blood short and powerful damage buff (to be tweaked)
What are the stats on this spell? It's sounding like Hunters are now the hard hitting archer. I'm hoping that I am misunderstanding this spell.
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Old 08-10-2010, 05:52 AM   #34
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Quote:
Originally Posted by chilko View Post
  • Damage increase for Hunters
  • Damage increase for Marksmen
  • Slight Damage increase for Barbarians

  • Archer’s range reduced by 5m (live: 0 stage 4: +10 stage 5: +5)

Please try to help us testing and posting your feedback.
Preface: the following tests were all done against Ancient Sabertooths (yes, a mob, which apparently isn't a valid test) and with a Thorkul sb (which apparently is also invalid). You can't compare this directly to players, but you CAN compare these test to EACH OTHER to see the differences in damage.

All shots were done with the same setup and the same gear. I took shots against the cats on Horus, Amun stage 4, and Amun stage 5. Thorkul sb, specialist 4 (8%), 2 RotBS (9-15 fire each), archer master amulet (4 dex), lightness lvl 4 (12 dex), +5 dex helm, +5 dex leggings, recharged arrows lvl 5 (+40%). No buffs (except recharged arrows) were used.

Horus - 84 shots - average 343.95, range 25
Amun(4) - 83 shots - avg 234.77, range 35 (25+10)
Amun(5) - 84 shots - avg 222.92, range 30 (25+5)

Again - all shots done on a mob, so these numbers do not translate perfectly to war, but the decrease should be similar.

The damage dropped by over 100 in the stage 4 update, which was a lot. But we got 10 meters of range to make up for it, so it wasn't so bad. Doesn't fit my style at all - a lot of my fighting is done within 5-10 meters, almost all within 20, but I'll learn to adjust. 10 more meters might have been able to justify a decrease in over 100 damage per shot, but now the damage is supposed to increase from stage 4 to stage 5 to make up for splitting the difference with the range, yet the damage has remained pretty much the same (lowered, but barely).

Has mob armor been increased by like 200 points in this update (compared to stage 4), or was there no increase in damage to compensate for the decrease in range?

Side note: all damage has been severely nerfed, stop bitching about your class being the weakest class ever and completely useless (almost what I'm doing here, but more pointing out that there should be an increase in damage, yet there is none).
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Old 08-10-2010, 07:22 AM   #35
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i havent had a chance to test this new stage on amun yet but my guess is that the lack of increase of the marksmans damage is a bug which will most likely get fixed as soon as NGD reads this thread.

Quote:
Originally Posted by Mikan View Post
Some other improvements to Marksman offense:
- Increase Death sentence to +25% damage and make it range 35.
- Reduce Parabolic shot to 15% range bonus
- Increase Specialist to 15% like other damage passives, and move it to Aiming replacing the hit chance passive there
- Change Foresight to a fixed range increase: +6 meters on level 1 and up to +10 meters on level 5
Death Sentence at 20% damage is still a pretty awesome spell. the only problem i had with DS is that the cooldown is just way too long. the usual case is that when you hit an enemy with death sentence he either dies, hops off the fort wall or runs to the back of his zerg which results in the marksman having to wait 45 seconds to use it again. What i'd like to see is the cooldown drop to 15 or 10 or even 7 seconds to be on par with ensnaring arrows cooldown. Death sentence is a marksmans only useful team based skill and the only reason i stopped skilling it is because of its crazy cooldown.

I like all those other ideas. Fix this new marksman damage bug please. my weapons arent the best but no hunter should be able to outdamage me
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Old 08-10-2010, 07:48 AM   #36
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hmm, i realy liked my 60m range , no matter the dmg reduction, besides, tested on every possible class with RA 4

knight (unbuffed) i did around 100 dmg, full buffed 36,

barb (UB) 150, buffed 100

lock: around 150-200 sometimes 200+

conjs (UB) same, buffed everything from 50 to 150.

so idk why you lowered it, it's not like we are going to kill you in a matter of minutes, i prefer range before dmg, cause it's why i chose marks.

i just tested the new range, and pls i dont care about the dmg reduction just give the 40m back.

but it's just my opinion

thanks
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Old 08-10-2010, 08:25 AM   #37
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Marksman was made because of higher hits than Hunter AND bigger range so not only bigger range. They should be able to hit a lot harder than a Hunter, but ofcourse even if you hit 300-400 as marks you can die easily by a Hunter with troll when he is to close.
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Old 08-10-2010, 08:26 AM   #38
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I like the new Soul keeper as a DoT, I guess a rebalancing of this spell was in order because of the new damage system, but I agree with scias about making it castable on mobs, after all it's DoT with a high cool down...

Now I don't have a hunter so I don't know how camo precisely works, but being invisible and not having speed penalties.... I personally don't like this, since you nerfed the speed I suppose no casting time is a fair trade, but still having the same mobility isn't right. Point is: I can't be stealthy when I run like hell (unless I'm a cat).
About the implementation of the ability of tracking while in camo, I think it's ok.
About being able to cast buffs under camouflage? Imo it's fine as long as the victim can hear the hunter buffing so that the "predator" can still have the advantage of landing the first hit but the "prey" knows something bad is gonna happen and can ready himself.

Also onslaught needs to affect the caster, so that the caster can join the charge.
Maybe, if you really feel the need of changing this spell, making it so that the barbarian using Onslaught will have the speed bonus but not the damage bonus would be a nice enough solution, yes? *puppy eyes*


Oh one more thing, there is a bug regarding the description of Soul Keeper: it says it lasts 30 seconds, while it lasts as it's intented to, 10 seconds. Look at the screen below.

EDIT: Description is not bugged, it's just that I'm kinda sleepy and forgot that the 30 seconds duration refers to the strength debuff, sorry about that. Thank you e30ernest for letting me notice this.
Attached Images
File Type: jpg SKdescrBug.JPG (134.9 KB, 38 views)
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Old 08-10-2010, 08:28 AM   #39
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Quote:
Originally Posted by tjanex View Post
Marksman was made because of higher hits than Hunter AND bigger range so not only bigger range. They should be able to hit a lot harder than a Hunter, but ofcourse even if you hit 300-400 as marks you can die easily by a Hunter with troll when he is to close.
that's my point, a marks should rule over a hunter in fort combat but be weak (and pathetic ) in open field battle (vs a hunter).

so enough balance there.

warriors are still to hard to face alone, no harm done, and marks where finally able to kill a mage without being semi dead in the proces, well i still got hammered, but i survived, that's something .

regards
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Last edited by blood-raven; 08-10-2010 at 08:49 AM.
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Old 08-10-2010, 08:37 AM   #40
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Quote:
Originally Posted by Hamster_of_sorrow View Post
/me taps his foot anxiously....

ons still doesnt affect the caster.... i think that you should leave onslaught alone and barbs will be "ehhhh ok i guess".

hell, if u were feeling REALLY generous, you could also make Off With Their Heads affect the caster as well.

i think that to compromise, onslaught and off with their heads ONLY affect the caster IF it also affects another ally.

FOR INSTANCE:

1) a barb is running to a fort, no one else is around, he casts ons and nothing will happen.

2) a barb is next to an ally, he casts onslaught and both the ally AND the barb get the affects. (works with any number of allies).
Excellent compromise. If you think about it, with the current onslaught on Amun, one barb in a group can't charge with his allies. Unless he uses spring, and that's 10% lower (right?). And it's another chunk of mana the barb loses.
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