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Old 10-26-2013, 12:46 PM   #41
Cresto008
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Originally Posted by Slartibartfast View Post
.............
No new warlock items. This is very disappointing, and I guess most of warlocks would agree with me on all points above.
Best regards.
The problem is, there are no dedicated warlocks apart from a handful in the WZ anymore.

Most young warlocks rage quit during lvls 30-60 and those who muster everything and grind to 60 just get pissed off and make another toon as damage spells are all same and do same damage since lvl 37 when we get power 5 spells.

I played all 6 sub-classes and the least lvl of my characters is 37 (knight), so I can say that currently, the game is totally inclined towards marksman in 1 VS 1 and barbarian in R v R. Hunters, Knights, Conjurers are support classes and are enjoyable in support. But Warlock being an offensive class is only enjoyable when played in support (areas, auras) as areas do damage next to negligible amounts.

I expected to see cast speed jewellery in the worst case scenario and even that is not here in the change log. I hope the new dragon staves are good visually atleast......as staff mastery is a laughing stock. God save warlocks.
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Old 10-26-2013, 02:13 PM   #42
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Quote:
Originally Posted by Cresto008 View Post
The problem is, there are no dedicated warlocks apart from a handful in the WZ anymore.

Most young warlocks rage quit during lvls 30-60 and those who muster everything and grind to 60 just get pissed off and make another toon as damage spells are all same and do same damage since lvl 37 when we get power 5 spells.

I played all 6 sub-classes and the least lvl of my characters is 37 (knight), so I can say that currently, the game is totally inclined towards marksman in 1 VS 1 and barbarian in R v R. Hunters, Knights, Conjurers are support classes and are enjoyable in support. But Warlock being an offensive class is only enjoyable when played in support (areas, auras) as areas do damage next to negligible amounts.

I expected to see cast speed jewellery in the worst case scenario and even that is not here in the change log. I hope the new dragon staves are good visually atleast......as staff mastery is a laughing stock. God save warlocks.
even that i agree with what u said, pls dont call hunters a support class, it is like a joke xd
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Old 10-26-2013, 03:15 PM   #43
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Oddly, I tend to agree with Krungle on a few parts.

1. The changes address servers like Ra as always. Any attempt to have a relic lock on weak Servers with wildly fluctuating realm populations due to time zone is going to be incredibly difficult. I dare say impossible. To lock Haven even for a couple of hours will discriminate a group. I really can't see a relic lock working properly at all. Not unless you replace it with equally compelling content.

2. Did anyone actually expect something else other than the dragon instance update? Squid island was a big surprise and a pleasant one (mostly) Adjustments to invasion was also a surprise.
Besides, there are hints in the pipeline that NGD is at least considering a balance update. I wouldn't expect it this year though.

I don't mind discussing strategy because there are not too many and Ignis probably performed or invented most of them anyway. No offence to Alsius or Syrtis. So many things with invasions got changed because of Ignis/ Horus strategy.


Regards

Last edited by bois; 10-26-2013 at 07:50 PM. Reason: chopped in half . I'll lobby for changes in another thread / Bois.
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Old 10-26-2013, 03:27 PM   #44
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I know all of what needs addressing in CoR has not been met by this patch.

Now, I am not one for the whole 'Leave NGD alone they're trying' attitude; but they can't possibly fix everything at once. I didn't even know there would be any fixes on top of the dragon instances patch until I read this thread. So I can safely say anything on top of the dragon caves is a bonus to me.

I think some of the naysayers should take a step back for the moment and see how this patch affects the game for them. I do agree that the warlock class in particular needs some looking at; I recently got my warlock to lvl 42 and am starting to appreciate the problems with the class. But, if you are talking 1 v 1 in an open field, warlock is by far not at the bottom of the pile even in its current state.

Well thanks anyway for the time you have put into this patch, NGD. I hope that it has been tested and changed appropriately before it's released.
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Old 10-26-2013, 08:00 PM   #45
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ohmygosh NGD has read suggestions AND implements them!
+1(and a lot of 00's)

ofcourse dragon lairs, we'll see how they work out but nice to see them here as many people really missed them
but wow.. gameplay bugs or flaws.. invasion tweeks (/me predicts lots of forum 'activity' :s).. action for newbs
i didnt think that was going to come, im pleasantly suprised

I cant help but say that there is still a lot to do, but this update.. its something to look forward to
tyvm ^.^
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Last edited by Rising_Cold; 10-26-2013 at 08:11 PM.
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Old 10-26-2013, 09:01 PM   #46
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Quote:
Originally Posted by Frosk View Post
Hi everyone,

This is the changelog for the upcoming version of the game. This version will be released on Monday, October 28th.

Content:
  • New: Instanced Caves to host the epic Dragons Alasthor, Tenax and Vesper.
  • New: Group creation system for instanced game modes (Dungeons)
  • New: Armor and Weapons added to epic dragons’ loot.
  • New: Squid’s Island. Allows PvP, RvR and PvE combat for starting levels.

Gameplay/General:
  • New: “In Combat” status. If a player attacks or is attacked his/her state will switch to “in combat”, regardless of the animation. The player will remain in this state until 20 seconds pass from the last attack that he/she did or received.
  • New: The Combat Music is now played exclusively when the player enters “in combat” mode. This greatly improves combat feedback and minimizes the music’s repetitive effect.
  • Fixed: It’s not possible to access Battlezones or Instanced Game Modes as long as the player remains “in combat”.
  • Fixed: Pets are now correctly teleported to Battlezones, Coliseums and Instanced Game Modes.
  • Modified: The warzone teleport from the cemetery to swamp has been modified. Its new location and destination has been selected to minimize the map’s asimetry.

Gameplay/Invasions:
  • New: 2 new wishes have been added to the Golden Dragon list of wishes. These allow players to fight against the Dragons from other Realms during 1 week.
  • Modified: The negative wishes of the Golden Dragon have been removed (wishes affecting the gold and experience obtained in other realms).
  • Modified: The Realm Gems can only be stolen from their pedestal/portal if the realm gates are captured by the enemy.
  • Modified: The Relic Carrier cannot jump anymore. This will avoid the relic to get stuck in certain locations.
  • Modified: The Relic Power will instantly kill its Carrier after 15 minutes (it used to be 30). This limits the possibility of running around with the relic.
  • Fixed: It is not possible anymore to grab a relic while casting a Teleport.
  • New: Relics will NOT be capturable during low-population time. This system is being configured individually per server. The time established for RA is 4am GMT until 1pm GMT.
  • New: The relic pedestals now show a progress bar indicating the remaining time for the cage to open.
  • Fixed: Realm Dragons cannot be attacked anymore while flying. This prevents an error that made dragons, once on land, not attack enemies.
Pregunta señalada en Rojo
¿ Para bugear la Reliquia en el costado Izquierdo del castillo de Shana no es necesario saltar, solo necesita caminar, acaso ya no lo recuerdas Fross?
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Old 10-26-2013, 09:59 PM   #47
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Quote:
Originally Posted by Frosk View Post
Hi everyone,


Gameplay/Invasions:
  • New: 2 new wishes have been added to the Golden Dragon list of wishes. These allow players to fight against the Dragons from other Realms during 1
  • Modified: The Realm Gems can only be stolen from their pedestal/portal if the realm gates are captured by the enemy.
  • Modified: The Relic Power will instantly kill its Carrier after 15 minutes (it used to be 30). This limits the possibility of running around with the relic.
  • New: Relics will NOT be capturable during low-population time. This system is being configured individually per server. The time established for RA is 4am GMT until 1pm GMT.
Other thinks looks good from my point ,at least +1 for removing negative wishes.

Maybe others curse Krungle for his point ,but it has a valid point about population time shift ...i know there all think about alsius "supremacy" of invasion ...but you know ignis made success invasions as well because of this time shift....
Wee will see how it's works in practice ,but you will see soon how "rare" will be invasions ,and this believe me will "discriminate" even more low populated realms by time zone...i know i know there are "fair" formulas ...yah sure.. as "stack resists" ,"stack drops","stack evades" etc ...
Any limitation of war will go to stack war frequency.

About realm gems ,ofc wee will find solutions to capture gems ,lol all think about they will escape alsius "supremacy"again .. Lame think again and you will see this give more advantage "again" to overpopulated realm....because they will have enough population to keep gates and capture gem ... In my opinion this is not a solution at all ....but but ...lets ...i'm happy playng alsius nowadays
You will see how this gates->gem will just drop to trash invasion and will target noble ...

About +1 Dragon instance from invasion , ...oh well ...certain realms have super saturated boss geard ppl .... wtv ..lame from my point ...any "free" road to overpowered gears will never be a solution and boss gears already brings "heavy" frustration in game ...

I dont want to be negative ... so in short:
-gates -> gems will advantage overpopulated realms;
-relics cap because of time-shitf will lower invasion frequency, even for underpopulated realms removes any kind of pay-back opportunity ...;
-+1 dragon/week wish will give advantage to overpopulated realm;

But ofc NGD already know this points,so i'm happy to play in a overpopulated realm Sooooo ...Krungle you are wrong NGD plays in alsius (just kidding)
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Old 10-27-2013, 01:04 AM   #48
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Originally Posted by kmdk View Post
Sooooo ...Krungle you are wrong, NGD plays in alsius (just kidding)
Naw. Never wrong. Devs play Ignis, GMs play Syrtis, GCs play Alsius and everyone knows that GCs get their positions from cybering/sleeping with Devs/GMs.

But back on topic. Thank you all who voiced your opinions here, I hope NGD is listening. I am still wondering what the gear will be like in the new instances, but even if it is sub-par it is massive progress and that I do thank NGD for.

I know many will complain about the portal shift but I am sure that is something that we will all adapt to eventually and in my book most likely not such a big deal (I hope).

Basically I am just waiting for the new week so I can sample the pain, ur, update, and see how it goes.
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Old 10-27-2013, 10:15 AM   #49
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Quote:
Originally Posted by Krungle View Post
Naw. Never wrong. Devs play Ignis, GMs play Syrtis, GCs play Alsius and everyone knows that GCs get their positions from cybering/sleeping with Devs/GMs.

But back on topic. Thank you all who voiced your opinions here, I hope NGD is listening. I am still wondering what the gear will be like in the new instances, but even if it is sub-par it is massive progress and that I do thank NGD for.
actually Adrian is a goat, not to mention that the devs would most likely be in RA when they find time to log on.

I expect the dragon gear to be like the new mags set, 'just' 10 lvls higher and with the new looks

Im also hoping that the relics time zone lock down will be an able to switch on thingy
justincase it all goes bad in Haven. because lets face it.. what does goes good in haven?
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Old 10-27-2013, 10:59 AM   #50
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Quote:
Originally Posted by Slartibartfast View Post
unnamed realm hitting me the other day 1970 with lethal strike, from the other side of the map.
RA + maneu + onsl(5) on demand. No big deal.
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