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Old 08-10-2010, 10:47 AM   #51
Lekarz
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Why the hell "increase damage for hunters" ? The problem of this class overpowered is their pet- big atack range of for example Giant Troll. There is no chances versus 4 hunters with their pets. I know you tryied to made hunter loosing pet after "kicking" into camo, but don't make them fast running mini-marksman.
Marksman should be range damage dealer, hunter - scout (who is "eyes of army").
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Old 08-10-2010, 10:56 AM   #52
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It's great to see that many changes, and finally balance updates.

I have one concern though, confuse will still be the same? I think it needs change regardless of other balance.

On the other hand, sotw+escapist have the same effect then old sotw, if i'm not mistaken. But it can be casted every 60 seconds instead of 180s. 200 more mana, but it's even better then the old (when used in forts for example, all u need is to cast it and jump on wall, shoot targets within the delay without cc spells on you)

With soulkeeper we will have to anticipate and use it early in combat, we will see how it works, but it should work on mobs too, as other has explained.
Without metabolic control, locks will have much more resists. Sultar with it's current implamentation will be useless.
I would prefer to have accurate spells, less resists and no pourcentage of success, at least then it gets to skills, not luck.
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Old 08-10-2010, 11:03 AM   #53
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I think the changes are nice for hunters, even with the damage bonus.
Marks should have more damage, but not applied to bows to not interfere with balance on hunters, just marks only spells like recharged.

Also with current range on amum, many fights will be done behind 35m, probably marks will make more use of medium and fast bows, making the actual mana cost of recharged really painful.

We really need to decrease Recharged or turn it into a passive.
Also could remove speed malus on focus, as you did to camo, there is no need of speed malus with current speed bonus.
You could also switch focus and recharged in spell trees.

I am also worried about barbs with UM as a mark, meaning i cant outdamage, outrun, cant stop him with cc spells, actually is just sit and die.
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Old 08-10-2010, 11:06 AM   #54
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About Soul keeper (yea again :P) It's not possible to cast it on hunters' pets.

Is this intended to be that way?
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Old 08-10-2010, 11:16 AM   #55
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Quote:
Originally Posted by Gallus View Post

I am also worried about barbs with UM as a mark, meaning i cant outdamage, outrun, cant stop him with cc spells, actually is just sit and die.
You cant outrun them but you can keep your range and backoff when you see him coming to you. If the barbarian is already close to you that means you failed at keeping your range and should now perish due to that.

Ranged classes should be helpless when a warrior reaches them, because they have the range factor that allows them to attack without making contact. If they completly ignore their role as a ranged attacker then the only option is to die at the hands of the class whose job is to kill whoever he reaches - the Barbarian.

You dont just sit and die because before the barbarian reaches you there's at least 25 meters of distance between you and him that leaves you time to run away. A melee class should always have the upperhand on a 1o1, and regnum should be designed in a fashion so that at least 2 ranged characters are needed to kill a melee character (knowing that there are 2 melee clasess to 4 ranged classes).
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Old 08-10-2010, 11:17 AM   #56
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Quote:
Originally Posted by metsie View Post
Nowhere, why should they be killing machines?

They should be turned into RvsR support class with buffs and stuff like that

Killing = job of barbs,locks and marks
support = conju,knight,hunter
Good thought, but where are my support spells? Seems I missed something.

Just coordinating something is plain boring (and something every other class can do as well, by the way, tracking isn't that necessary) and camo corpse completely useless.
And again... being reduced to one spell every 3 minutes (caltrops, stalker) is crap.
Go ahead and post some ideas for support spells, there aren't many reasonable possibilities.

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Originally Posted by metsie View Post
But for some lamers it's fun to have class that has all the fun that there can be, because they want everything easy? invisibility, high damage, speed, pets, tracking, immunity to normals+spells. That's just stupid to have one class with that many assets.
I'd gladly sacrifice invisibility and speed. And pets because they still aren't manageable in fort wars. And by the way, that's what I've done all the time so far. :P (Except for invisibility of course)

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Originally Posted by metsie View Post
2 archer classes, they should not do similar stuff. Now it feels like marksmen have nothing unique because hunters will get over their damage too. So marksmen are class that shoots some shitty damage from distance and then dies?
Highest range is nothing unique?
And by the way, marksmen still outdamage hunters... This spell makes just petless hunters able to compete with hunters with pet. (That's why I think this spell should be disabled when you've got a pet, you may be right for hunters with pet + this spell, though, this spell isn't for hunters with pet, imo)
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Old 08-10-2010, 11:21 AM   #57
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Quote:
Originally Posted by Lekarz View Post
.
Marksman should be range damage dealer, hunter - scout (who is "eyes of army").
I dare you to fucking let me nerf to someone that can skill camo, track and speed and thats all i would need for my "task" if you think this way is fun to play, go make a hunter and try it ffs.
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Old 08-10-2010, 11:37 AM   #58
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Quote:
Originally Posted by Gabburtjuh View Post
I dare you to fucking let me nerf to someone that can skill camo, track and speed and thats all i would need for my "task" if you think this way is fun to play, go make a hunter and try it ffs.
At this moment i'm making scout-hunter for my alt. I had 34 but deleted it. Trust me when you are in a team they really want your track, not another damage dealer. Your ambushes/ confuse makes them better group.

Trust me thats annoying when typical noobish hunter atacking you when you're grinding on war zone. Many times when you fight with mob , he is full of fun when he beat even 50lvl (conjurer) using both mob and his overpowered pet + ambush 5lvl. Really fun? Thats a noobish way.
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Old 08-10-2010, 11:45 AM   #59
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Quote:
Originally Posted by Tsuku View Post
You cant outrun them but you can keep your range and backoff when you see him coming to you. If the barbarian is already close to you that means you failed at keeping your range and should now perish due to that.

Ranged classes should be helpless when a warrior reaches them, because they have the range factor that allows them to attack without making contact. If they completly ignore their role as a ranged attacker then the only option is to die at the hands of the class whose job is to kill whoever he reaches - the Barbarian.

You dont just sit and die because before the barbarian reaches you there's at least 25 meters of distance between you and him that leaves you time to run away. A melee class should always have the upperhand on a 1o1, and regnum should be designed in a fashion so that at least 2 ranged characters are needed to kill a melee character (knowing that there are 2 melee clasess to 4 ranged classes).
Thing is how can i run away if spring has 25% bonus and i have top 10%, none of my cc spells will work if barb has UM active. About keeping it in range, have you see the pathetic damage of a mark? i do 200 in a buffed barb, it means it would take almost 20 shots with a slow bow to kill him, how i suppose to keep in range? The only way now it to cast lightning, hinder and caltrapos, and it means only a delay, not even safety.


Hunter have only 8% speed less than a barb, but they can also slow then down with ensnaring(15%), giving then 7% of advantage against a barb, time enough to camo and go out in safety. Marks dont have all this.
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Old 08-10-2010, 11:52 AM   #60
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Quote:
Originally Posted by Gallus View Post
Thing is how can i run away if spring has 25% bonus and i have top 10%, none of my cc spells will work if barb has UM active. About keeping it in range, have you see the pathetic damage of a mark? i do 200 in a buffed barb, it means it would take almost 20 shots with a slow bow to kill him, how i suppose to keep in range? The only way now it to cast lightning, hinder and caltrapos, and it means only a delay, not even safety.


Hunter have only 8% speed less than a barb, but they can also slow then down with ensnaring(15%), giving then 7% of advantage against a barb, time enough to camo and go out in safety. Marks dont have all this.
Ask a warlock to cast Slow then. Or you can run (like I said) as soon as you see the barbarian running towards you. Spring is 25% speed for 10 seconds while mobility is 10% for 20 seconds (iirc) which means that if you're running there's no way a barbarian can reach you if you kept the 30 range safety between him and you.

But I'm sure there'll be allies to aid you in a RvR situation that can, for instance, beetle swarm the barbarian. In a game where you have these many classes there musnt be a class that can counter all the other ones: you need to rely on different classes to perform your role. The marksman cannot be able to escape every situation by himself, so he depends on other classes with -speed debuffs (Ensnare Arrow, Slow, Disable Limb, etc) to help him survive.
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