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Old 04-09-2008, 01:24 PM   #51
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confuse is ok as it is...just allow conjus to avoide beeing confused with mind blank or make confuse a spell which allows you to cast non damaging spells on allies but not on yourself.
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Old 04-09-2008, 01:35 PM   #52
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Quote:
Originally Posted by magnet
1) No, read your post again. YOU compared confuse and dizzy; and that's what I was replying to. I'm sick of your 2cents rhetoric.
I was comparing effect not spells. Read it again.

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Originally Posted by magnet
2) Darkness has cooldown 120, range 20, casting time 2s. I am all for keeping Confuse as it is, if it has the same cooldown, range and casting time as Darkness, as those spells are indeed quite similar.
2 sec casting time is fine, ambush is 1,5 so why not.
EDIT: And mages have Arcane devotion so 2 sec casting time can be reduced to 1 ;]
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Old 04-09-2008, 02:00 PM   #53
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Quote:
Originally Posted by zielski
2 sec casting time is fine, ambush is 1,5 so why not.
EDIT: And mages have Arcane devotion so 2 sec casting time can be reduced to 1 ;]
As you said "can have". It's still 2s casting time, sorry.
And don't forget cooldown 120s and range 20.
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Old 04-09-2008, 02:26 PM   #54
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Quote:
Originally Posted by magnet
You can't remove it 100%, but you can have it back to old and decent levels.

What are the "old and decent levels" about? When was it changed? I looked for it in the changelog but could not find any realy usefull information.

How was it in the old times? Where there no spell elude, dodge, precise block and such?
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Old 04-09-2008, 02:44 PM   #55
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Originally Posted by magnet
Barbs have Frenzy which is permanent 20% resist physical, so actually they have a better defense than Knights. It would simply put Knights back in the track
Ehh... the defense of the knight is his blocking.
Many times I see knights who wblock 80% of all my hits, like Malekith in Ignis.
He once blocked 5 of all my hits in a row.

I would gladly exchange Frenzy against such a block chance....
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Old 04-09-2008, 02:47 PM   #56
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Quote:
Originally Posted by CumeriTarenes
What are the "old and decent levels" about? When was it changed? I looked for it in the changelog but could not find any realy usefull information.

How was it in the old times? Where there no spell elude, dodge, precise block and such?
The base evades/resists were way lower. It was patched around last november (in changelog, it's known as "base stats influence resists more" or something like that).

Spell Eludes/Dodge worked, but Precise block used to have a movement speed penalty.

Quote:
Originally Posted by Znurre
Ehh... the defense of the knight is his blocking.
Many times I see knights who wblock 80% of all my hits, like Malekith in Ignis.
He once blocked 5 of all my hits in a row.

I would gladly exchange Frenzy against such a block chance....
No, the blocks are in exchange for having a shield and not doing SC around 1800.
Damage resistance is something else and no way Barbs should have a better damage resistance than Knights, but they do.

The armor modification that's in exchange of the -25% str contribution to dmg bonus is a joke.
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Old 04-09-2008, 02:50 PM   #57
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Quote:
Originally Posted by magnet
No, the blocks are in exchange for having a shield and not doing SC around 1800.
Damage resistance is something else and no way Barbs should have a better damage resistance than Knights, but they do.

The armor modification that's in exchange of the -25% str contribution to dmg bonus is a joke.
The thing I am saying is that it's already hard enough to beat a knight (atleast for me) 1vs1, because they block so much.
Giving them a passive resistance would just increase this.
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Old 04-09-2008, 02:54 PM   #58
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Quote:
Originally Posted by Znurre
The thing I am saying is that it's already hard enough to beat a knight (atleast for me) 1vs1, because they block so much.
Giving them a passive resistance would just increase this.
Maybe but I came to understand that, it cannot be that you both can beat a knight on 1vs1 and that a knight can survive melee and tank as he should.

The only solution imho is to make Knights resistant to damage even if it implies they will be even harder in PvP. However, (1) this is not a PvP game (2) only Warlocks will be affected by the end result in the war zone when they're forced to fight a Knight on 1vs1 (since others can just ignore the Knight given he's slow and Conjus have 90s immunity to a knight in most cases).

Btw having that passive in Vanguard prevents a Knight from having both the passive to lv5, shields 19, tactics, and an area attack. And seriously limits his damage.
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Old 04-09-2008, 02:58 PM   #59
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Quote:
Originally Posted by magnet
Maybe but I came to understand that, it cannot be that you both can beat a knight on 1vs1 and that a knight can survive melee and tank as he should.

The only solution imho is to make Knights resistant to damage even if it implies they will be even harder in PvP. However, (1) this is not a PvP game (2) only Warlocks will be affected by the end result in the war zone (since others can just ignore the Knight given he's slow).
But, afaik, the balance is created by testing lvl 50 classes against each other in PvP, or am I wrong?
So this would never be applied anyway.

For me, Knights are usually the pain in the ass when fighting at forts because they are so hard to kill.
Don't forget Knights still have Army of one.
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Old 04-09-2008, 03:03 PM   #60
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Quote:
Originally Posted by Znurre
But, afaik, the balance is created by testing lvl 50 classes against each other in PvP, or am I wrong?
So this would never be applied anyway.

For me, Knights are usually the pain in the ass when fighting at forts because they are so hard to kill.
Don't forget Knights still have Army of one.
No, MegriM stated a lot of times that he doesn't test balance with PvP fights, only through war (look for posts by MegriM with RvR and PvP as keywords ).

Knights seem hard to kill because they're not "insta killed" by your barb like all classes, but this is needed. Barbs should be able to go cast Brain Piercing to a rushing Barb, the problem is that 3 Barbs rush at once, you cancel one area then 2 are coming and gonna kill you because they hit so hard (often 1500 even to Barbs!). I can tell you I get raped very often even if I block. Warlocks deal a lot of dmg over time, and Barbs are the worst with their +1500 hits that cut off my health by two at once.

As for Army of One it is good only if you have precise block lv 5 too, or else it gets wasted by all the -health modifiers (or Throat cutter ;p). That's why I hate it as it is, 500 mana for AoO + 450 for deflecting barrier (protecting other warriors -- including you ) and you are left mana less. You need to keep some for Precise block every 30s and so you can't cast damaging skills, and obviously can't cast an area (since you can't have Shields 19 + Vanguard 19 + an area, since every knight *needs* tactics).

Then there's mindsquasher too . Now if you see the edit of my previous post, you see that a knight will have to sacrifice attack for such a passive anyway.
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