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Old 01-25-2017, 12:13 PM   #61
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Quote:
Originally Posted by Hayir View Post
What do you mean by attack cycle?
Attack cycle is attack cycle
When you're hitting someone and you try to cast one of instant cast spells that are bound to attack cycle - balestra, shield bash, gutting - it's not casted immediately, but it takes place instead of your next normal hit. Try it.

This obviously happens to Knight haste too. Try hitting someone with a normal hit and immediately after cast Knight haste. It won't be casted immediately - it will be casted after certain time period, that is your attack cycle period.

I don't think it's intended. No other buff is bound to attack cycle, including various speed buffs.
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Old 01-25-2017, 12:31 PM   #62
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Originally Posted by halvdan View Post
Attack cycle is attack cycle
When you're hitting someone and you try to cast one of instant cast spells that are bound to attack cycle - balestra, shield bash, gutting - it's not casted immediately, but it takes place instead of your next normal hit. Try it.

This obviously happens to Knight haste too. Try hitting someone with a normal hit and immediately after cast Knight haste. It won't be casted immediately - it will be casted after certain time period, that is your attack cycle period.

I don't think it's intended. No other buff is bound to attack cycle, including various speed buffs.
Ah ok, didn't know that's called attack cycle.
Would make sense that knigth's haste isn't bound to it.

What's the criteria for it though? Since not all offensive abilities are bound to it? Feint, kick for example not bound while shield bash is.
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Old 01-25-2017, 02:03 PM   #63
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these are some excellent changes. I specially like the new allahu-akbar-pet explosion
however, please consider lowering the overall amount of available power points drastically. Will make the game more challenging and make skills more individual.
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Old 01-25-2017, 02:09 PM   #64
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Quote:
Originally Posted by C4RB0N4 View Post
suggestions:

4. mind push should give 10% ms boost for 2 seconds
Why do mages need a 10% movement speed boost ?
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Old 01-25-2017, 02:43 PM   #65
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Originally Posted by Hayir View Post
I didn't mean with golem fist alone. Soul keeper + vamp + golem fist. Obviously SK can be stopped.
Actually in 1v1 the only way this happens is when the lock lost an important part of his health and that means you allready catched him or stayed to long discovered. In the first case it is supossed you should not let him cast spells.

Anyway the main problem with this is not the damage it does which is not so high due to dispell, protect ally and the posibility to stop the warlock with cc, but the mana drain/burn. BTW, you forgot the pure damage of magma and mana burn haha. Well, afortunately you cant set all these in 1 warlock at lvl 5.

In my opinion good damage and fragility is a good description of the objective of a good process of balance for the warlock. And this is not so high damage, and protection and defense almost intact. I find these changes satisfactory.
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Old 01-25-2017, 03:28 PM   #66
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I'm unable to test any of these changes since my chars aren't there on Amun. :/ Can you fix it?
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Old 01-25-2017, 03:29 PM   #67
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Quote:
Originally Posted by C4RB0N4 View Post
suggestions:
2. knight movement speed spell should not able to cast under defensive support
4. mind push should give 10% ms boost for 2 seconds
I have similar sentiments to these thoughts. Mind push is an essential part of a mage's defense against warriors, and it's currently in a sad state. Mind push and roar are the same range (range 10) and observant barbs will simply cast roar at the same time.


With knights, once they get in range, it's a easy 12 s of knock on mages due to no UM, SOTW, PB + basically a guaranteed immobilize.
Regarding the knight movement speed buff. The current implementation allows the knight to gain 7.5 m on the target (3 s * 50% * 5 m/s), that's a lot for mages who have no movement speed boost.

If a change is made to make it easier for knights to initiate a CC chain, I think we need to be careful on how easy / strong they can keep the target under CC. Alternately, give mages a CC breaker like UM/SOTW/PB.
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Old 01-25-2017, 03:34 PM   #68
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Quote:
Originally Posted by Hayir View Post
I still think you should add some visual effect to the shield while precise block, casting buffs and turning still hides the animation after all.

The not sitting fix is great though.
Tbf, this is other players fault for still casting/attacking a knight in pb. 2-3 consecutive blocks and you're still attacking me? Yeah, you deserve to have your spells and mana wasted. I'd use pb without messing with the animation and retards would still go all the way in.
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Old 01-25-2017, 03:39 PM   #69
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Quote:
Originally Posted by C4RB0N4 View Post
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
1. OR EVEN 20 RANGE!
2. maybe, maybe not. It would actually be balanced either way.
3. Yes.
4. Or just increase its slow by 10%. Or add ms boost to Metabolic Control.

I get what the ms is for. It makes it easier to get out of the way right after casting it, but it makes no sense thematically. Movement speed really just has no place on the Mind Push spell.

Mages should get a small movement speed boosting power, though, since they're now the only ones without it.

Even from NGD's perspective (mages must all be only support, including warlocks... except sometimes), now that everyone has so much ms, mages get left behind too easily. Make it unique, sure, but give them a freaking ms boost already
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Old 01-25-2017, 03:41 PM   #70
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Quote:
Originally Posted by Dedric Fox View Post
Tbf, this is other players fault for still casting/attacking a knight in pb. 2-3 consecutive blocks and you're still attacking me? Yeah, you deserve to have your spells and mana wasted. I'd use pb without messing with the animation and retards would still go all the way in.
I can't have my eyes on every single knight in a rvr situation and see if he casted pb and then hides animation. Nor can i know which lvl his pb is and how long it lasts. Sure after many blocks in a row it might be their fault, but the first failed cast is not, and shouldn't be.

Also let's not forget good old lamais where you can barely see animations anyway.
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