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Old 07-15-2010, 06:12 PM   #41
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Old 07-15-2010, 06:12 PM   #42
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Quote:
Originally Posted by TheMessenger View Post
Sorry I thought the realms were suppose to have at least some uniqueness when it comes to armour/gear. Its not like the gear makes a big affect so what are you talking about balance for? It is balanced.
Lets not make this a fight about realms gear, Its not like every other player has been fighting for 'all realms to have the same items' for as long as I can remember.

But if we compare the 'very good' vs fire on Tenax armour to the 'Very Bad' vs fire on Alasthor thats a 60% differance in defence vs fire spells, pretty significant dont you think? But dragon armour is prehaps the smallest example of realm-item inbalance since any smart player will mix armour types. Its the super boss items and jewlery (which NGD is finally adressing ^^) thats the killer.

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Originally Posted by Lord_Latem View Post
I am not certain about this and the whole concept of scaling. Because of issues associated with a lack of mana on most occasions, I rely on normals. Will this force me to get closer to warriors to make a normal hit? Let's discuss...
It probably will meen armys will generaly be closer together, but I think this is a good thing, hopfully it will encourage warriors to get into close combat more instead of being forced to sit back and watch the rangers fight from 30m for half an hour.
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Old 07-15-2010, 06:13 PM   #43
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Old 07-15-2010, 06:15 PM   #44
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Quote:
Originally Posted by Umaril View Post
Lets not make this a fight about realms gear, Its not like every other player has been fighting for 'all realms to have the same items' for as long as I can remember.

But if we compare the 'very good' vs fire on Tenax armour to the 'Very Bad' vs fire on Alasthor thats a 60% differance in defence vs fire spells, pretty significant dont you think? But dragon armour is prehaps the smallest example of realm-item inbalance since any smart player will mix armour types. Having all Alastor leaves you as vulnurable as using all lion or all guardian.
It is a very small imbalance, if any, that doesnt need fixing or changed. Alsius not having access to RoL/DS rings was a big imbalance on the other hand and need fixing/changed
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Old 07-15-2010, 06:19 PM   #45
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60% differance in armour vs the most common element damage in the game is fine but Syrtis having rings with 15-25 slash compared to Alsius 9-15 fire, a differance of 6-10 damage, or 12-20 using 2, is a big imbalance? I dont buy it.

To try not to derail this thread I invite you to post here if you want to talk about this more.
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Old 07-15-2010, 06:22 PM   #46
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Quote:
Originally Posted by chilko View Post
Powers:
  • Arcane Devotion nerf
  • Sultar’s Terror Splash Damage Nerf
NERF is stupid go for some improvement for other classes instead
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Old 07-15-2010, 06:23 PM   #47
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I love most of the changes and think they will really help solve some of the issues that face the game today, however that being said I'm concerned about 2 in particular.

First, Devotion nerf, I'll agree with pretty much everyone else that this won't solve the underlying problem of gear being OP. I support a CS cap like the rest of the people here.

Second, as others have said GCD change is good to balance warlocks however will kill support conjurers. I would propose that the GCD of 1.5 seconds is only applied after using an offensive spell. An offensive spell would be any spell that is cast on an enemy, for example Beetle swarm is considered offensive, but Heal is not. Tremor is offensive, but Mass Dispel is not. SM buffs such as projection or fire magnification are offensive. For all non-offensive skills (heals, buffs, dispels you'd keep the 1s GCD).

Other than that I'm excited for the update.
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Old 07-15-2010, 06:27 PM   #48
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Any change to mage will affect Conjurers. After GCD changes most conjurers have put Arcane Devotion so their play will be fluent and fun again. So we lost in common around 3 points. If we need to level Insightfull now to cope with nerfed Devotion duration for example this will hurt even more support conjurer setups.

I still wonder why prebuff with regenerate spells was removed? Why heal spells cost in mana was raised? Why cast times of heals was increased?

All this changes hurt alot this class and made it less and less appealing and hard to play. Pre 1.0 it was possible to play conjurer only with fast staff. It was fast fun an a pleasure to play support conjurer.

Now my biggest nightmare is to loose Arcane Devotion because of some reason - it cools down or some damn warrior Mind Squash me even i have only devotion as buff. Play becomes unplesant, sluggish and it is really not fun to support and try to heal self with that slow spells.

Please if you plan something for warlocks think about conjurers - supportive spells have to be improved not hindered more. In every game i saw support healers have fast and powerfull supportive spells.

Please NGD think for conjurers...
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Old 07-15-2010, 06:27 PM   #49
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I'm glad to see this post. Only good news.

Except for conju's GCD. As an amateur conju, i didn't use arcane devotion but find GCD already too long ^^ Don't increase it for conju (hm... for support conjurer i mean) please.

Superboss Item are nice as they are (different). Don't want to play versus clones painted differently...

I wonder if "and many more" concern a little bit warriors
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Old 07-15-2010, 06:30 PM   #50
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Quote:
Originally Posted by Pimousse View Post
I wonder if "and many more" concern a little bit warriors
From the general gist of these changes I would say NGD is trying to help out warriors, so I would be suprised if we take a significant hit of the nerf-hammer.
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