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Old 08-26-2010, 11:20 PM   #31
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Quote:
Originally Posted by chilko View Post
We always wanted summons to be different than just pets. At last we had the time to tackle this issue.
If you deselect your target while summoning imps and zombies they aren't summoned at all, and you get a message for each of the amount of imps/zombies that you need a target (so imps level 4, you get 4 simultaneous "no target" messages).

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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Old 08-26-2010, 11:20 PM   #32
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Originally Posted by Altara View Post
I dont know if this is intended.
But you can summon multiple things at once.
Like the golem and imps, or a demon and zombies.
still though the new system is really cool.
this is intended...

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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Old 08-26-2010, 11:22 PM   #33
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Quote:
Originally Posted by Altara View Post
I dont know if this is intended.
But you can summon multiple things at once.
Like the golem and imps, or a demon and zombies.
still though the new system is really cool.
Casting demon/lich and golem will cancel out the other. But Imps and Zombies go with another one.
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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Old 08-26-2010, 11:24 PM   #34
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Quote:
Originally Posted by Froste View Post
If you deselect your target while summoning imps and zombies they aren't summoned at all, and you get a message for each of the amount of imps/zombies that you need a target (so imps level 4, you get 4 simultaneous "no target" messages).

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.
this is all intended, we still need to iron out some bugs but the idea is that you now have one summon that works like a pet, summons that assist you and summons that just attack one targtet.

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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Old 08-26-2010, 11:31 PM   #35
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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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Old 08-26-2010, 11:36 PM   #36
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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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Old 08-26-2010, 11:37 PM   #37
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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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Old 08-26-2010, 11:49 PM   #38
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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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Old 08-26-2010, 11:57 PM   #39
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Quote:
Originally Posted by Shining-Scias View Post
All these changes look great, except for this :



This would have been OK if only the knocks couldn't chain/stack but THEY DO !
So what will have a barb to do to be sure 100% to kill someone ? Feint. If the target is still alive when feint duration is about to finish: Kick. Game over since the target won't ever have a chance to evade/resist.
No mention to the sultar chains. Actually you have a chance to resist a couple of sultars in a 4-6 chain, but with this new system, there will no longer be a chance. The targets who got hit by one Sultar will be knocked down again for sure, and will end that no one will resist it at final.
Another example : Ambush + Confuse. Now Confuse will have 100% chance to land, and it's sad knowing how crippling it is...

Sure it was annoying, but knock chains/stack are more. This new system will only bring more issues in my opinion and remove the suspense of the fights (it will be the 1st who knocks wins...).
So either remove knock stacks/chains, and/or reduce ALL knockdown spells duration, or bring back the old system that was not-so-bad afterall.

With this new fast gameplay (for warriors at least), knock spells are an overkill. You made it even worse now by removing resists/evades under knock.
Agree with you Shining-Scias plus it makes meaningless you have high hit chance, much better have high knock downs.
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Old 08-27-2010, 12:06 AM   #40
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Quote:
Originally Posted by Gallus View Post
Agree with you Shining-Scias plus it makes meaningless you have high hit chance, much better have high knock downs.
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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