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Old 09-02-2010, 12:30 PM   #31
Kaixo
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Quote:
Originally Posted by Knekelvoeste View Post
I believe marksmen were the class with high defense and high attack but with the lower agility and speed. While hunter has its stealth and speed.

But i can always be wrong ofcourse.
The speed difference is lower, and now you can't camouflage with your pet.
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Old 09-02-2010, 12:34 PM   #32
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Quote:
Originally Posted by Ulti19 View Post
Huge problems with knight lol. precise block on level one guarantees all hits to be blocked 100% xD I can go cast pb and offensive stance and solo aysor now lol.

Btw is the damage increase for everyone intentional?

You know the server is bugged when a knight can solo Aysor. Build: offensive stance, pb, gutting 5 xD
Once it was bugged and the knights blocked too little, now it's bugged again and we can block everything.

But under us knights: THATS the way it should be! >:D

Anyway, please fix that, or else "1 knight vs 1 knight" fights will be like two wobbuffet fighting against each other in online battle ...
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Old 09-02-2010, 01:00 PM   #33
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Quote:
Originally Posted by Knekelvoeste View Post
I believe marksmen were the class with high defense and high attack but with the lower agility and speed. While hunter has its stealth and speed.

But i can always be wrong ofcourse.
same, but stealth was nerfed(reveal) and speed(think its 20% for 10 power points now)
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Old 09-02-2010, 01:16 PM   #34
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Quote:
Originally Posted by Creror View Post
Anyway, please fix that, or else "1 knight vs 1 knight" fights will be like two wobbuffet fighting against each other in online battle ...
or that epic fight where a matepod went up against another metapod.

Quote:
Originally Posted by Gabburtjuh View Post
same, but stealth was nerfed(reveal)
if a spell gets a counter-spell, doesnt mean its nerfed
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Old 09-02-2010, 01:19 PM   #35
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Quote:
Originally Posted by Creror View Post
Once it was bugged and the knights blocked too little, now it's bugged again and we can block everything.

But under us knights: THATS the way it should be! >

Anyway, please fix that, or else "1 knight vs 1 knight" fights will be like two wobbuffet fighting against each other in online battle ...
I have not tested it yet but I have a suspicion that NGD sneaked in this as a precursor to the new blocking spells they are working on. It could be a test to gather stats. As of now it is indeed god mode. Could we be seeing the birth of a 10 second immunity spell for Knights? I relish the thought.


Be advised that beetle swarm is getting blocked more than half the time with this spell but other dots like splinter wall and Sultar's Devouring mass are ripping through it. No knight I cast it on (so far) has been able to resist or block it .

With that said, DoTs damage are rather high. I expect tuning next round.

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Old 09-02-2010, 01:51 PM   #36
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Quote:
Originally Posted by chilko View Post
Here you have the change log for the version currently on Amun.

Armors:
As we are still tweaking armors we have been altering damage multipliers. Please try it out.
  • Armor class factor working as intended: we increased the armor factor for all classes but now each class has a different armor factor. From more to less armor this is the order: Knights, barbarian, Marksman, Hunter, Warlock, Conjurer.
  • New armor formula for Damage Over Time.
  • New preliminary damage adjustments for the new armor system

General:
  • New model for imps summon
  • More balance adjustments to summons.
  • Base evasion and spell resistance greately reduced. Skills affecting this attributes have not been tweaked yet. Please tell us if you notice any difference.

Spells:
  • Sorcery discipline changes: Material wall and magic barrier are moved to sorcery in replacement of Tremor (removed) and Mirage (removed).
  • New Life discipline spells: in place of Material Wall and Magic Barrier we are adding:
  • Life Savior: heals 20%to 60% of health from level 1 to 5. Mana cost : 240 to 400. Cooldown 60 seconds. Casting Time 3 seconds.
  • Heal Ally: Heals 5% to 12%. Mana cost reduced to 50-145. Cooldown reduced to 5 seconds.
  • Mass resurrection: 5%-50% chance from level 1 to 5 of reviving everyone within a radius of 6 meters. Cooldown 4 minutes. Cast time: 5 seconds. Manna cost: 400-800.
  • Major healing: moved to a lower level in the discipline. Cast time reduced to 3 seconds. Cooldown reduced to 2 minutes.
  • BUG FIX: several targeting problems with summons have been fixed.
  • BUG FIX: Spawns do not blend while playing spawning animation

We are getting closer. To follow soon after this: new blocking spells, a major mana revision and more tweaking.

minimum damage formula is still off. Remember that.
I didnt have time to test everything yet but what i read and saw is great! DoTs are a bit op but i like the fact oure improving them, same for blocks. The conju spells are good in general but as said some mana costs and casting times may need a fix.
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Old 09-02-2010, 01:59 PM   #37
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Quote:
Originally Posted by Kaixo View Post
The problem with Confuse remains.
Yes. One spell to disable a complete class.
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Old 09-02-2010, 02:12 PM   #38
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I see a really good work on conju, but i think there should be some tweaks on mana costs.

Life savior casting time is too high
Mass resurrection has a mana cost way to expensive for only 50% chance on lv5, i mean it is 50% chance that the spell works? or 50% chance per target to be ressed? And it works on all deads in range 6? i mean if i have 10 deads in range i have the chance to resurrect them all?

Thanks for nice work.
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Old 09-02-2010, 02:15 PM   #39
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Quote:
Originally Posted by Kaixo View Post
The problem with Confuse remains.
NGD said that they like confuse as it is now, it is an interesting spell in RVR for them, so i doubt they will change it.
Conjurers can Divine intervenction each other to prevent that spell to be casted on another conjurer.
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Old 09-02-2010, 02:23 PM   #40
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Tested my Conjurer on a few small group fights. Here are some of my insights:
  • Heal Ally is fine if you want to focus on a single target. I think on bigger fights it will be a bit frustrating to use. It's just too much stopping for a very small spell that is easily negated by a single normal.
  • Single heal spells no longer work with guards which I assume was intentional to prevent GC abuse. Does this mean we can't heal gem carriers too?
  • Life Savior cast time is OK on a small fight. On a big fight, I still think 1.5s is better.
  • Greater Healing is very difficult to cast. Everyone is usually moving so you lose your targets by the time it fires off. Either increase the area to area 10 or reduce the cast time on this too.
  • Regenerate Ally might need a shorter CD. It would be nice to be able to cast this on 2-3 targets at a time.
  • Confuse is still a Conjurer gameplay killer. It forces Conjurers to play in pairs which is unfair, since no other class is this heavily penalized. We cannot kill as supporters so we have to rely on others, and we also have to rely on others of our class to function reliably.

As far as balance goes, pre 1.0 a single Conjurer can support an entire party in war. After the Heal nerfs (pre buffing removed, cast times and costs raised) it was more like 1 Conjurer to 4 allies. In the Amun version, I see it as a 1:1 support. Changing Regenerate Ally cooldown and allowing prebuffing of all regen spells will allow for a little more dynamics for this class again.

Another thing, Intelligence should have a bigger effect on mana regeneration. Also, can we do away with the combat stance on every single spell? It's annoying.
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