09-02-2010, 02:45 PM | #41 |
Initiate
Join Date: Dec 2007
Location: Italy
Posts: 127
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I agree with ernest that is really hard now to keep someone alive with heal ally, here my test:
heal ally on a targed(mage) with 3000 hp x 12% = 360 hp heal ally on a target(archer) with 3400 hp x12%= 408 hp heal ally on a barbarian with 4100 hpx12%=492hp heal ally on a knight with 5100 hp x12%=612hp 5 sec cd mean 3 hits from a fast weapon( 600+ dmg from barbarians using medium weapon or 250 from a fast bow so 1800 dmg from a barbarian and 750 from a hunter) This mean that you have to focus on a single target to keep it alive, and in a war with heavy fire this is almost impossible.
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Italiani di Syrtis
Isemon[Conjurer] - Hunthor[Hunter] - Elrik[Barbarian] - Nekronos[Warlock] |
09-02-2010, 02:57 PM | #42 | |
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Join Date: Aug 2007
Posts: 1,565
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09-02-2010, 02:59 PM | #43 |
Marquis
Join Date: Jul 2007
Location: England
Posts: 2,419
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Once every 60 seconds with a pretty high mana cost and cast time
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Faith 50 Barb Faithless 50 Lock
Umaril 45 Conju Kailas 45 Marks Pel 45 Knight |
09-02-2010, 02:59 PM | #44 |
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Join Date: Oct 2008
Location: Sofia, Bulgaria
Posts: 1,374
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+1 for Galynn
One of most annoying things in conjurer play is going into combat mode on every spell cast. Could we get combat mode only on demand please? Combat mode is needed only if you want to poke someone with staff, and highly unneeded and annoying if you cast something. I have to constantly push combat key to go out of combat mode. Please please fix this. Prebuffing with regenerate was a thing that added a little more fun to conju play - you regen someone which is not so targeted and forget about if for a little second. Heal Ally is fine with 5s colldown. I thing ammount healed is a little low. 15% or 20% will be good. Life Saver is good spell as design, but cast time is too big. To save life you need to react fast. 3s is biig biig time for this 1 - 1.5s will be way better. I like to put most annoying things as a conjurer for me: 1. Constantly going in combat mode. Unneeded, annoying must remove. 2. Constant mana hunger. Something have to be done for conjurer mana balance. It was alot better before heals and dispell was risen in mana cosumption. Lowering cooldowns puts even more strain on mana pool this have to be evaluated carefully. 3. Cooldowns and cast times. Sometimes ally dies for seconds, because it is focused, highly targeted etc etc etc. Conjurer needs to react and cast fast, so he can support his allies good. Big cast times and cooldowns most of times makes me look my teammates die before my eyes. 4. Confuse. This is awfull stopper. Nearly every archer have this spell. Even on level 1 it is conjurer killer. Something have to be done about it. Lower duration, make it expensive to use, make it high in trees, add fail chance, add resist factor in Mind Blank. Something have to be done. I can even propose dispell to be changed so it can be casted on self when you are confused. 5. Freedom, versativity, speed - we need this. Support is not so fun as killing, so conjurer needs to be easier to play. Maybe more things can be added. Sad is conjurer is not so appealing and fun, and people who play it really like it. Make it more appealing. Remove annoyances. As Galynn says 1 conjurer must be capable of supporting freely upto 10 allies. 1 conjurer must must be capable of saving focused ally. After 1.0 this is not the case. With every balance conjurer becomes less and less effective. Most conjus i know i only see on boss kills. Everyday played conjus in Syrtis/Horus are maybe 5-10. Others...they are bossmob puppets...This was not the situation pre 1.0
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09-02-2010, 02:59 PM | #45 |
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Join Date: Jun 2007
Location: Philippines
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Yes which is good for only 1 target, and the cast time isn't fast enough to react on a big fight. Hence the need to focus on single targets in support.
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On Regnum Sabbatical |
09-02-2010, 03:20 PM | #46 | |
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Posts: 126
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In rvr, di will stay usefull, since sanctuary remove all aura so conju have still to di eachothers. And in small group with 1 conjurer, its maybe a start for solve this problem ?
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Server Horus, realm Ignis Pimousse OP whinnig subclasse lvl50
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09-02-2010, 03:47 PM | #47 |
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Join Date: Oct 2008
Location: Sofia, Bulgaria
Posts: 1,374
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Sanctuary is worst candidate ever. Slow cast, debuffs you and have small duration. 20s max will not save you in any way and you will die right after for sure.
I still think Dispell is better for this. It needs just to be added to be possible to dispell all dizzy spells from you, confuse including. Knock can be left it is really unrealistic to be possible to dispell from self. Other more elegant solution is to give Mind Blank chance to resist Confuse, or make confuse chance spell with max 80% success on level 5. Lower duration will be nice too. Another solution can be to make confuse for example 6m range spell, so caster needs to be really close to cast it. OP spell - hard to use i can say. Anything... alone conjurer is just impossible to do his job properly. When i'm alone most of times i log right after or switch to my warlock. It is matter of seconds to get at least one confuse level 2-4 on you. Then you stay like onion and die helpless. This is not fun.
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RA | Ignis | Lilla My | Conjurer | EVIL IGNIS ROCK Horus | Syrtis | ieti | Conjurer | INQUISITION | LONG GONE |
09-02-2010, 04:07 PM | #48 | |
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Join Date: Jun 2008
Location: Portugal
Posts: 245
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Quote:
On a 1o1 situation, or lone conjurer situation Confuse will be OP, but NGD cant balance the game in such terms. It's quite of a dilema... I honestly like the range 6 idea, so that it's only useable by hunters who can camo and approach, but the self-dispel idea is the one I prefer the most (Confuse should only cripple spells you cast on allies, same as Darkness cripples only spells cast on yourself; or instead, Insightful could be added a Time decrease on debuffs, +xx% Buff time -xx% Debuff time - +15% Buff -50% Debuff at lvl 5? I'd just like to see Confuse "nerfed" so that it doesnt have such a great impact on Conjus, who can't perform their job at all once confuse hits them. It's the worst thing you can have on a game where there are only a few conjurers and the whole class is frustrating to play with expensive spells and lack of defense (knowing conju is the prime targeted class). |
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09-02-2010, 04:20 PM | #49 |
Baron
Join Date: May 2008
Location: Portugal
Posts: 940
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Just simply remove Confuse. A hunter can win any fight with ease just by casting it (let me remind you that most hunters skill confuse to level 4), there's no effort needed.
In every hunter Vs hunter fight it's all about who casts confuse first, if you did it first then you have pretty much won the fight. There's no skill required.
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09-02-2010, 04:27 PM | #50 |
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Join Date: Sep 2008
Location: Stockholm
Posts: 541
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Funny, now after new "improvement" to Barbarians, all skill feint(5) and kick(5).
Dropping weapon discipline and War-cries discipline probably, since I don't see ppl using UM. My conclusion is that, since UM is only 10s which is twice as long as fulminating, it was already reported that fulminating is too short and is enough for 1 hit only if the player does not move. This logically means that new "improved" UM lasts only for 2 hits. So it cannot be cast beforehand. Then why the hell to waste time on casting UM, which because of global cooldown(GC) does not allow to cast another spell ? Most ppl choose to skill kick(5) and feint(5) without UM, why to waste 300 mana for 10s and global cool-down instead of dealing damage or trying to interrupt by kick or feint !? This renders this spell completely impractical, once due to the mana cost, second due to the fact that the duration is so short. You cannot cast it beforehand then you need to cast it just in combat, but in combat every hit counts either CC or damage, so losing those to cast another buff is quite waste for both mana and time. I hope NGD will take that into account and decrease the mana cost and increase duration. I can't understand the reason for decreasing duration from 45s to 10s (4.5x less) and leaving mana cost 0.75 of what is was before. Again, does not matter how often I can cast the spell, still I need 1200 mana instead of 400 to get the same duration. And the implications are that the spell became impractical because it has to be casted during combat when there is NO time to do that!! Global cool-down also counts. BTW, Nice to see blog |
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