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Old 09-19-2009, 02:30 PM   #61
Eli2
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Ok, this version is a lot better.

The char should start walking again after casting a spell when keeping the movement key pressed.

Lower the Arcane devotion cast time to 0.5s.
Lower Crystal blast cast time to 0.5s.
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Old 09-19-2009, 02:54 PM   #62
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Now that there are a lot of barb improvements, making them hit harder with no armor consequences, I'm trying to figure out how this has improved the knight-half of the warrior class. The spells we used were nerfed, the ones we don't were improved.

I'm sorry but unless i've misunderstood, barbs are supposed to kill fast and die fast. Berserk's armor reduction helped make that possible, now they can cast Thirst for Blood, Caution, Frenzy, and Berserk with no penalty but mana, which, after the buff, they only use normals anyway...

So I am just curious as to how I am supposed to keep barbs off of mages and archers if they hit 5x what I do and have the same armor bonuses.

Personally I think Awareness or Rigorous Preparation needs to be replaced with a resist to all physical damage spell similar to Frenzy. That way it is one that ONLY knights have that sort of keeps some defenses up against barbs.
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Old 09-19-2009, 02:58 PM   #63
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Quote:
Originally Posted by ZericOfGa View Post
Now that there are a lot of barb improvements, making them hit harder with no armor consequences, I'm trying to figure out how this has improved the knight-half of the warrior class. The spells we used were nerfed, the ones we don't were improved.

I'm sorry but unless i've misunderstood, barbs are supposed to kill fast and die fast. Berserk's armor reduction helped make that possible, now they can cast Thirst for Blood, Caution, Frenzy, and Berserk with no penalty but mana, which, after the buff, they only use normals anyway...

So I am just curious as to how I am supposed to keep barbs off of mages and archers if they hit 5x what I do and have the same armor bonuses.

Personally I think Awareness or Rigorous Preparation needs to be replaced with a resist to all physical damage spell similar to Frenzy. That way it is one that ONLY knights have that sort of keeps some defenses up against barbs.
Although knights do have a higher armor multiplier (1.8 against 1.6), I do agree completely with the rest of your post.
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Old 09-19-2009, 03:04 PM   #64
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Quote:
Now that there are a lot of barb improvements, making them hit harder with no armor consequences, I'm trying to figure out how this has improved the knight-half of the warrior class. The spells we used were nerfed, the ones we don't were improved.

I'm sorry but unless i've misunderstood, barbs are supposed to kill fast and die fast. Berserk's armor reduction helped make that possible, now they can cast Thirst for Blood, Caution, Frenzy, and Berserk with no penalty but mana, which, after the buff, they only use normals anyway...

So I am just curious as to how I am supposed to keep barbs off of mages and archers if they hit 5x what I do and have the same armor bonuses.

Personally I think Awareness or Rigorous Preparation needs to be replaced with a resist to all physical damage spell similar to Frenzy. That way it is one that ONLY knights have that sort of keeps some defenses up against barbs.
i'm agree with him .. i read the vision and u told us that knights needs to be revisited but u still continue to make them weaker... and improve a lot barbarians... and yes Awareness and Rigorous aren't useful in war i've never used them...
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Old 09-19-2009, 03:24 PM   #65
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After nerfing Balestra, Ribs Breaker, owth, multi-wep-buff stacks, caution, onslaught, and likely a lot ive forgot I hardly think removing the armour penalty on Berserk makes barb so powerfull.

However I agree knights have shared many of these nerfs and had their own to deal with as well, unless % resist all damage spells (around the same level as acrobatic) are introduced and spells to FORCE the enemy to target you I dont see what can be done for knights.
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Old 09-19-2009, 03:51 PM   #66
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Everyone damage got nerfed according to chilko, so even with berserk now they wont hit that hard.
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Old 09-19-2009, 03:52 PM   #67
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If I try to cast a spell without enough mana, the game reports "You do not have enough mana" but I still lose my attack for that round.

I'm unable to take a video but this is easy to demonstrate with any expensive spell and any slow weapon. You will never perform a normal attack as long as you keep trying to cast the spell.

I feel this is a bug since I expect no side effects on attack timer from failed cast due to lack of mana.
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Old 09-19-2009, 03:55 PM   #68
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Well thats exactly the point. Mages have energy barrier, archers have acrobatic, and barbs have frenzy. Knights, regardless of their intended defensive role, have no resist damage spell of any kind besides Army of One, which certainly cannot be used regularly. Knights need a Frenzy/Caution duration/cd spell that provides resist to damage with the same amount that Acrobatic provides.
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Old 09-19-2009, 03:56 PM   #69
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Quote:
Originally Posted by Mashu View Post
If there is limit for speed that we can fight, this is nerf to Ignis which use speed with ring of lighting.
Then there should be also limit to range. I am not sure what Syrits ring is doing, is it range ?
ARE YOU KIDDING ME!!!! Seriously dude. RoL is the most powerful quest item in the game. you can gain 10% AS with (2) quest items, everyone in the realm can. In Alsius the best we have is a 9-15 Fire damage ring, which, iirc, ignis is very strong vs on their boss armor, and also the most common elemental damage in the game. There is no limit imposed on attack speed with this update, none at all, only the GCD (which btw, ONLY affects spells, attack speed is a completely different variable), which i think is a brilliant idea (so long as its reasonable).

To all you people crying about how you are going to quit, while not putting specific issues as to why you dont like it, THIS IS NOT FINAL, this is a test, they are constantly changing things. NGD is striving right now to do this update right, to involve us in it and to make it acceptable to everyone, and you want to waste this chance, to what, whine? Be constructive, strop trolling, stop flaming, and either contribute something to the discussion, or SFTU.
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Old 09-19-2009, 04:30 PM   #70
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Syrtis DSR (readly sight ring) gives slash damage, I forget how much off the top of my head but its around 15-25 I think.
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