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Old 01-25-2017, 03:34 AM   #41
esp_tupac
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lvl 1 char on amun can't test anything...
here is my opinion on the warlock update:

---The golem fist is good to have but cooldown is probably still too damn long (60 sec I
think) compared to other DOTS and dmg spells which is 20, 25 sec.

---Mass Ivy in the WM tree is good to have as well especially when you are defending a fort and u cast right next to the door when you go out.
But I can't imagine it to be used any other way. Imo its best to skill it with Master of Doom for max effectiveness. otherwise you are going to get raped by anyone who is within 10 min of you. for me I wont use it because I dont have enough points for a 17 WM tree and there is no point for lvl 17 wm tree. Either u get lvl 19 on that tree or you get lvl 11.

---Wind Wall is never that effective anyway. its got long cd and low duration. if you are in range of marks you are fucked anyway cuz they are gonna catch you and kill you and windwall is not gonna help you shit. Nerf or not I don't give a flying ****.

Here is my proposed setup for your reference:
https://www.regnumsentinel.com/en/t6z2/
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Old 01-25-2017, 03:38 AM   #42
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Quote:
Originally Posted by Anunnaki View Post
I don't have any suggestion right now.
If NGD was planning to nerf and ballance marks, then they did not but instead they killed hunters
Feelsbad for hunter.

And lol i just checked the knight, that too op RIP
Good. nobody liked hunters and their pussy ganking style.

camo, jump ppl off horse, confuse 5 , distract shot, buff up, ambush 5, and he is dead.

What do you need range for? all you need is camo and confuse.
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Old 01-25-2017, 04:55 AM   #43
Ludwig-von-Mises-I
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From what i'v observed when it comes to knights with the new powers. They do okay against all classes except warlock. Against warlock they fail miserably. Imagine this: as a knight you cast the speed buff which is only 3 seconds and has a long cooldown of 100 seconds then a lock cast pricky. Its over. And if you block or resist that, its okay, lock has twister. And if.. you block or resist that.. Its okay. Now you have super-mass pricky with 750 damage.. Even without the mas pricky if you get lucky and reach the lock you now have zero mana or barely enough to cast faint after that or before that your dizzied or and beetle swarmed.

And Warlocks now are even more effective against knights because the new Defensive Stance now takes in more damage. Also its hard to maintain yourself standing with the little mana you have when you have to chose between casting defensive support then getting rekt with another pricky or and beetle swarm and slow etc etc, or cast army of one then get will domain-ed, dizzied, darkness, beetle swarm, twister more mana burn, borrow mana etc etc etc etc of the many more spells warlocks can spam on you. Its terrible.

My suggestion is to lower the cooldown for speed buff because 100 seconds is too long. Because by the time you get it back your dead by a warlock.

Another suggestion to help knights have a decent chance against warlock is to give them the ability to range a spear attack which could have the affect of immobilize or dizzy.

By the way i like the changes to warlock. But something needs to be done about the clear unbalance these two classes have with each other.
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Old 01-25-2017, 08:17 AM   #44
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Quote:
Originally Posted by esp_tupac View Post
Good. nobody liked hunters and their pussy ganking style.

camo, jump ppl off horse, confuse 5 , distract shot, buff up, ambush 5, and he is dead.

What do you need range for? all you need is camo and confuse.
That's if you learnt about hunter from elva.
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Old 01-25-2017, 09:06 AM   #45
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Nerfing archer range won't hit marks too hard at all ,the spells that were needed to be nerfed are burst of the wind range and winter stroke.RIP hunters.Now locks got more range then an archer and new pet spells are even more worse then before.
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Old 01-25-2017, 09:12 AM   #46
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Quote:
Originally Posted by hardboy View Post
very nice changes i am happy ngd did something about balance, just one thing,
wind wall does not work in close range,

for example one marks comes in close range with warlock, wind wall will not do any good at very close range (range 10 approx), normal attacks and spells will steal deal damage as if wind wall is not casted

and with the range nerf to archers it will render wind wall useless
This is true, windwall is bugged.

Did you test it outside duel banner ? With an enemy ?

Did you try it with an enemy ? Instead of duel banner ?
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Old 01-25-2017, 09:31 AM   #47
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The things with hunters you need to change is prominent sight needs to work the other way around. Instead of buffing range in exchange for the pets attack i suggest buffing the pet in some stats, primarily in defence, while nerfing the hunter's offense. And tbh the whole pet tree costs too much sp and natures sacrifice is quite underwhelming.
Ps mass ivy is almost too good
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Old 01-25-2017, 09:42 AM   #48
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Quote:
Originally Posted by Almighty1 View Post
This is true, windwall is bugged.

Did you test it outside duel banner ? With an enemy ?

Did you try it with an enemy ? Instead of duel banner ?
i only tested this inside arena, i dont know if its supposed to work that way or its a bug
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Old 01-25-2017, 09:50 AM   #49
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Good work NGD! Finally this came, and it seems really nice.

But one thing i have to say is that you nerfed hunter as well as marksman, marks nerf was needed indeed, and maybe it would be better if Normals would have been better too, but overall damage of marks only.
Anyway i too suggest mantle's cast time to be shorter, see no need of it, greaaaaaaaaaaaaaaaat job on pa, hope it dosent get any bugs
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Old 01-25-2017, 10:42 AM   #50
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suggestions:
1. sultars range nerfed to 25m
2. knight movement speed spell should not able to cast under defensive support
3. archane projection should be made something similar to parabolic shot instead of buff as long as it's cd like it is right now
4. mind push should give 10% ms boost for 2 seconds
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