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Old 08-27-2010, 03:36 AM   #61
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So far the changes are cute. I'll wait until the changes to the summon lengths and such have been changed. It seems now they're quite temporary.
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Old 08-27-2010, 03:39 AM   #62
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Quote:
Originally Posted by Mauro_m View Post
Are you sure that only UM is broken?
Old UM was broken in different ways, but here i was referring to how even more broken UM would be in the new Environment on Amun.

And no, theres way more broken stuff and i hope NGD will look in all of them one by one.
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Old 08-27-2010, 03:41 AM   #63
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Oh NGD take a peak here :P

http://www.regnumonline.com.ar/forum...ad.php?t=65226
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Old 08-27-2010, 03:49 AM   #64
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Quote:
Originally Posted by _Enio_ View Post
Old UM was broken in different ways, but here i was referring to how even more broken UM would be in the new Environment on Amun.
.

If I understand that the new environment of Amun may be this broken, but lower the duration to 10 seconds does not make a more dynamic Barbarians or more fun, but a PSJ more limited in time and space.

Without going any further, UM (5) lasts less than last Son of wind (5), and yet even makes you resist the powers!.

I think that NGD should seek a return to the warrior class to be less penalizing puch ball of archers / mages, always talking about RvsR
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Old 08-27-2010, 03:58 AM   #65
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Quote:
Originally Posted by Mauro_m View Post
If I understand that the new environment of Amun may be this broken, but lower the duration to 10 seconds does not make a more dynamic Barbarians or more fun, but a PSJ more limited in time and space.

Without going any further, UM (5) lasts less than last Son of wind (5), and yet even makes you resist the powers!.

I think that NGD should seek a return to the warrior class to be less penalizing puch ball of archers / mages, always talking about RvsR

Dont compare apples with oranges Son of the wind might have too long duration, however Archers have less damage than Barbarians.

UM is not broken on Amun. Anyway i cant explain that now, you just have to test Amun and you see how powerful UM now is in PvP when you use in a good moment.
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Old 08-27-2010, 04:04 AM   #66
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Quote:
Originally Posted by _Enio_ View Post
UM is not broken on Amun. Anyway i cant explain that now, you just have to test Amun and you see how powerful UM now is in PvP when you use in a good moment.
Against a warlock does not matter when it is used ... that is, or what you use at the beginning or forget about using it then ... 0 mana per loan / Ignisción / servants.

I pvp's with Lukitox, Barbarian, lvl 50, and I with all my inexperience using the warlock (PSJ is a second) I beat all the pvp's ... slow (5) + boost mental (1) and it was like killing a mob.
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Old 08-27-2010, 04:22 AM   #67
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I like that Barbarian now not single-use character. And even if UM is MSed you are not completely dead, if you can hide

Quote:
BUG FIX: Now Characters cannot Evade, Block or Resist when knocked down or stunned.
I like this too, was a stupid how character can "evade" when on floor rolling, just not correspond to reality.
Sure, conjurers need more real spells for CC-resist, add them please. May be add spell giving guaranteed resist for 1 knock/stun?
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Old 08-27-2010, 04:39 AM   #68
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Quote:
Originally Posted by Mauro_m View Post
Against a warlock does not matter when it is used ... that is, or what you use at the beginning or forget about using it then ... 0 mana per loan / Ignisción / servants.

I pvp's with Lukitox, Barbarian, lvl 50, and I with all my inexperience using the warlock (PSJ is a second) I beat all the pvp's ... slow (5) + boost mental (1) and it was like killing a mob.
How would the old UM help in this situation?

Anyway:
In PvP you will always find combinations which work vs specific classes and/or specific configurations. Some classes are better in pvp some are worse, some are better vs warlock, some are better vs barbarian etc.

But in war it is different, when there is obstacles it is different. Thats why its hard to find good balance.
New Um vs old Um vs. warlock example:
Eg. when the warlock is not careful and not far enough away and he casts slow (5) the UM Barb might be close enough in the mean time to catch the warlock in Roar (range 12(?) stun) followed by eg. lvl4 Howl (13s Dizzy) into feint with spear into Dlimb (so warlock can no run away). Then there is maybe 7 seconds left on dizzy and, if he has kick 4, another 7 = dead warlock.

With that knowledge about the chances and options both have the Barb can decide if he wants to attack the warlock in open field from far away or if he rather stays at a tree until the lock is closer = better situation for Barb.
The warlock however, if he has enough knowledge about the options, can decide to stay on enough range because he knows he has bad chances when he comes closer.
This is more balanced then the old UM:
With old UM Barb had only a chance vs warlock when the warlock made serious errors or there were resists in play.
Even when the barb managed to get the Warlock to come closer Beetle allowed the warlock to use mindpush, slow and manaburn without being in danger. He could then just run away a bit until the barb was dizzy forever (out of mana). All the longer duration of UM would not help him vs a configuration with high slow an mindpush because beetle made it very easy for the lock to apply all without risk.
But i think we are derailing this thread, lets create a new discussion if you want to go on discuss the new UM.
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Old 08-27-2010, 05:15 AM   #69
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Quote:
Originally Posted by Kaliek View Post
I barely have words for how much I dislike this.
When we are warring at forts with all these 6 second, 20 second, and 10 second buffs when are we supposed to find time for actual fighting between buffing?
wth are you thinking?
Buffnum Online! The best buffing action around!
Just because you have a buff doesn't mean you have to use it all the time.
That's the whole idea behind this. Short burst-like buffs that gives you the upperhand for a few seconds.
No more "standing still for 9 seconds to buff UM, TfB and Berserk" just to be useful in battle.
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Old 08-27-2010, 05:22 AM   #70
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I like the change possibilty of stances...but i wish it was more of ALL classes in a way,

like a popular rts game for instance, players can choose an aggressive stance, with +50% dmg, +25% speed bonus and-50% armor or evade/protections, depending on class type.

a defensive stances adopts a -50% decrease in attack dmg, for 150% armor, with a 25% speed malus

and also normal stance which gave 100% of both attributes, with no drawback.

Im hoping that knights will ahve this kind of bonus some day, not the same range possibly..but still this is akin to it..and i believe that it should be mana and time independant. So i will have to try the system in place now..maybe ill enjoy playing knights again, as i honestly stopped playing them alltogetehr with the removal of 360 auras, just felt their role was greatly diminished to being a unwanted class in battle..with limited role as a backup for mage classes.
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