09-15-2011, 09:49 AM | #61 | |
Banned
Join Date: Dec 2009
Posts: 843
|
Quote:
Tree hug is a situation...but you need to take advantage of terrain....terrain is your armor instead of shity armor.... |
|
09-15-2011, 09:54 AM | #62 | |
Pledge
Join Date: Sep 2010
Posts: 17
|
Quote:
|
|
09-15-2011, 09:57 AM | #63 |
Banned
Join Date: Aug 2010
Location: Russia XD
Posts: 592
|
Would like but 1 small problem.... i usually dead after ambush is over ... or have 10 HP but hunter csts SoTW and 1 hit koing me Lock can treehug only vs marx ... hunter can just go camo.
|
09-15-2011, 10:05 AM | #64 |
Banned
Join Date: Dec 2009
Posts: 843
|
Any way a wile back i suggested how to revamp by categorys all spells...
And still i think working with categorys of spells will make much more easy this balance than only a few minor changes.... Someone suggested ..i think Balint to take a look in first place at all first hight impact spells and i think is right: Step 1.)Rewanp all first responder spells First spells that complete disable a player before any fight start. -Meteor -Birst of wind -Wild domain -Confuse -Silence -Kick -Ambush (sorry if forgot some) I think he was right:Longer cast time gave a better advantage to any kind of class to have time to respond at a attack.Also lowering duratioon of effects will give chance to any player to fight back.Longer cold down will breack chains that keep forever dizzy/knoked/unable to buff/cast. So a sample schematics: 2 seconds(just a random nr...can be longer/lower at suggestion)cast time ->4 up to 10 seconds time of effects (depends of CC and how hight is the impact) -> 30 seconds up to 60 seconds cold down will breack any kind of chain of CC that keep knoked/dizzy till a enemy die and give him the posibilty to fight back. ]Second step 2.) Rewamp all number of first hight impact spell /class/subclass. Some classes have too many CC that can keep you dizzy/knocked/unable to buff till you die and unable to have possibility to fight back. By lowering number of them will avoid anykind of chains. Exampletook just a random class,all class have some kind of chains) -first responder for warlock Meteor just a random number effects :7 seconds cd 40 seconds -second responder frozen storm effects 10 seconds and cd 60 seconds. This chain is breacked because if he cast meteor 7 seconds effects and after frozen storm he will not be able to cast again meteor as usual after effect of frozen storm gone. I know ..removing/swaping some kind of spells is a RADICAL but is a need to make road to a more dinamical game and fair. From here i let ppl to think to next steps.Just think bit more logical than biased. Sorry for posting this but i think it's better idea to rewamp in this way that Balint suggested that rushing direct to some spell a or class. I think some users will not consider this again a complaint,i just think it's a different vision about way the game need to be balanced,and in my opinion it's better one. Also there are a few factors that need to be taken in cosideration: -Ranged/non ranged subclass; -Damage that deals during CC; -Speed/non-speed subclass; -Resist at dmg/posibilty to buff(as energy barrier at mages)/resist at spells. maybe more.... A real balance is damn complex think...not only give me that spell/remove that spell/nerf to x spell dmg/nerf x class...the true is nerfing a random attribut/spell will breack a chain but will create other exploit..... Taking closer look to first hight impact spells(PvP situation,RvR situation need to be adapted after): Dizzy spells: -Hight impact vs mages(complete disable mages) -Medium impact vs warriors and archers(here need to think some classe/subclasses need bufs to to deal dmg) Knocks spells: -Hight impact vs all subclasses(disable for chartain amount of time any kind of class) Cannot attack/cast speels: -Hight impact of all sublcasses So balancing this spells by importance: 1.)Hight impact spelss: a.)Dizzy spells by subclasses -long time cast for warriors and archers,shorter effects by dmg made Example :beast atack 4 seconds dizzy effects and BoW 6 seconds effects,very long CD(60 seconds) -medium time cast for mages(this is reduced by arcana),medium dizzy effects 7-8 seconds,medium CD 40 seconds. b.) Knocks spells by subclass: -Long time cast for all sublcasses and max 4-5 seconds effect -CD by dmg dealed 30-35 seconds for archer/mage and 50 seconds for warrior(knight has 2 of them now) c.)Cannot attack /cast spells by subclass: Cannot attack: -Medium cast time for archers/mages/knight and longer for barbarian(by dmg dealed) Cannot cast: Longer time cast time for warriors/archers and medium cast time for mages.Also longer cd for warriors/archers and medium CD for mages. etc... And as a general balance idea of CC: Split all CC by importance -> Split all CC by Subclass effects(hight/medium/lower) ->Avoid circle of CC-s(CC 1(4seconds effects 40 seconds CD) CC2 (10 seconds effects 60 seconds CD) like this need to wait a certain amount of time to relauch chain of CC-s __________________ |
09-15-2011, 10:11 AM | #65 | |
Baron
Join Date: Jun 2008
Location: Brazil
Posts: 622
|
Quote:
Also should consider that lowering CC's youput a great focus on damage. So classes with high damage get an advantage. Mages have ways to avoid warriors damage by slowering than, hunter has also this ability with ensnaring. As a matter of balance you should consider to improove slow spells, stunt spells and freezing spells, specially for ranged classes, as they are a way to keep distance without causing to much damage. |
|
09-15-2011, 10:11 AM | #66 |
Marquis
Join Date: Aug 2007
Location: Germany
Posts: 1,843
|
On Confuse:
What really should be adressed is the duration of this spell, it allows combinations that lead to big frustrations on the receiving target, for some classes it is equal to a plain dizzy (pure support classes/configurations on Conj/Knight). Considering this it should be obvious someting is wrong with it, even when it can be dispelled and when its blocked by DI. My suggestion:
I think this would adress the big frustration of the long shutoff while strengthen it on the first few seconds. 15s max on effect should be a fair number but thats up for discussion. tl;dr: New Confuse -> Short initial dizzy (which can cancel casts) + shortened confuse effect. |
09-15-2011, 10:14 AM | #67 | |
Banned
Join Date: Dec 2009
Posts: 843
|
Quote:
|
|
09-15-2011, 10:16 AM | #68 | |
Banned
Join Date: Dec 2009
Posts: 843
|
Quote:
|
|
09-15-2011, 10:32 AM | #69 | |
Pledge
Join Date: Jun 2011
Posts: 19
|
Quote:
U people r crazy! Does anyone of u ever played a hunter?! U removed confuse for marx but gave them much more usable spell?! This is your vision of balance? And HEAL PET?! Heal a useless pet that dies in 2 seconds...so u helped us like that he can survive 3 sec`s...lol I don`t want to mention knock spells...hunters don`t have it anyway...oh yea...there is useless ambush that u can`t cast on time... I propose to all hunters - leave u`re hunter and make marx...let`s bully other classes like they`re bulling ours :P |
|
09-15-2011, 10:39 AM | #70 | |
Banned
Join Date: Aug 2010
Location: Russia XD
Posts: 592
|
Quote:
|
|
|
|