08-26-2010, 11:20 PM | #31 | |
Baron
Join Date: Apr 2007
Location: Svea Rike
Posts: 814
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Quote:
Demons and Liches can be summoned even if you deselect the target. Golem is summoned even if you have no target selected, and gives you the pet control interface. Is it supposed to be this way? Seems a bit inconsistent to me.
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Eagles may soar, but weasels don't get sucked into jet engines...
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08-26-2010, 11:20 PM | #32 | |
NGD·Studios
Join Date: Mar 2006
Posts: 892
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Quote:
you can only have 1 controllable summon at a time... but you can throw attacking summons (imps and zombies) to your enemies at the same time |
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08-26-2010, 11:22 PM | #33 | |
Initiate
Join Date: Aug 2007
Posts: 218
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Quote:
Golem gets the pet bar below, attack/defend/stay/follow/leave. Imps and Zombies need a target to cast. Lich and Demon don't need a target, but also don't have a pet bar. btw, 5 zombies + 5 imps
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Brammie |
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08-26-2010, 11:24 PM | #34 | |
NGD·Studios
Join Date: Mar 2006
Posts: 892
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Quote:
It looks inconsistent because you are used to the previous design but it's quite normal in other games to have a setup like this... We hope to find a design where a conjurer can play as a summoner with a lot of his summon skills to level 5. we couldn't do this before because of the level 1 freebies (now that that's gone, we can ). |
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08-26-2010, 11:31 PM | #35 |
Initiate
Join Date: Aug 2007
Posts: 218
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I would like to see how this turns out in a fort war... 30 zombies+imps running after targets
btw, When you select a target that is too far away. The zombies are cast, but they stay with you; They run a few meters first. but come back and stay with you. If you run to the target; they follow you. But when you are in range, they stay with you. If you select a new target, near you, they don't go after you. And when half of the group (5 zombies) are in range, only those will attack. the others will walk some meters and return; but you can't assign them a new target.
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Brammie |
08-26-2010, 11:36 PM | #36 |
Pledge
Join Date: Aug 2010
Location: With Alasthor
Posts: 5
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Knock is now one of (if not the most) powerful CC type. And it's also available at low levels and easily spammable..
Fun.
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WWT Back-Slash - Horus Alsius - L48 Conjurer Ziv - Horus Alsius - L37 Warlock |
08-26-2010, 11:37 PM | #37 |
Banned
Join Date: Mar 2009
Location: Cheshire, England
Posts: 219
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only problem is awaiting the armour revamp on amun as it is impossible to give feedback on defensive offensive spells depending because as far as we know the results we get are completely wrong.
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08-26-2010, 11:49 PM | #38 |
Master
Join Date: Mar 2009
Posts: 450
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I think that the way defensive stance is now makes knight playability amazingly fun. At no hit to our mana we are able to tank range without a problem and when everyone decides to charge it is easily deactivated. A knight can finally have huge defense passively in a way. But not in a bad way because with this defense comes a 90% drop in attack power which balances it out. Basically you just made a tank capable of tanking for huge periods of time while being able to cast support auras and other new amazing spells like protect ally, thank you. I think, for me at least, you made knight the funnest by far with this new stage
Also I love stalker surroundings now. Game will be completely changed by this spell as hunters will have the most important role in fort fights lol. When outnumbered or just getting ready to fight, a hunt can camo 4 barbs which can move and area the other team and let eveyone else rush(and ofc knights can drastically reduce that barb damage with crazy auras making that balance out). Sultar won't be the only deciding factor now and stealth combat and quick counters will be huge, awesome. I was against some of the changes like shield wall before but I prefer them now after seeing the rest. Can't wait for this to go live.
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08-26-2010, 11:57 PM | #39 | |
Baron
Join Date: Jun 2008
Location: Brazil
Posts: 622
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Quote:
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08-27-2010, 12:06 AM | #40 |
Master
Join Date: Mar 2009
Posts: 450
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I disagree completely. Resist, evade, block they are all chance/luck factors that ruin gameplay I think. And not only warriors can knock, so can all other classes. Isn't it awesome now, when you as a mage or archer knock an opponent you know that your next meteor, vamp or power hit, whatever it is will hit. It isn't annoying to get hit by someone when knocked, but when you as the person who knocks gets resist, resist, evade after knocking your opponent. When you down someone you expect to hit them, now this is finally delivered in my opinion. And remember after the first knock duration wears off and you stand you have that chance to resist/evade the 2nd chain. With sultar however, yes this can lead to never getting up, but in war that is what mass dispel is for ^^
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