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Old 01-25-2017, 03:59 PM   #71
Takeyo
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Quote:
Originally Posted by DogFish View Post
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.
The reasoning is sound, and I have made some suggestions regarding this in the past:

One was a change to dome of protection, dramatically increasing the resistance buff and making it knock/stun enemies who cast spells within certain ranges. The duration of the power would be reduced, obviously.

Another was this spell (which you can look up on my original post here ) :
Mana Dome:
Type: Aura, Casting: 1.5s, Area: 10, Cooldown: 120s
Duration: 60s
Cost: (mana) 400/460/520/580/640
Global Cooldown: Very Short

Buff on self AND nearby allies:
Gain a damage absorbing barrier that increases by 20/30/40/50/60 points every second up to a value equal to 100% of the caster’s maximum mana.

In tandem with energy barrier, that would make a mage downright tanky for 60 seconds if timed well.

The last one was this thing... it's kinda ugly, but maybe redeemable (also from another post that you shouldn't have to suffer the pain of reading ) :
Brilliant Aura (channels a brilliant aura from the staff temporarily revealing a 30m area around the caster and granting immunity to crowd control, but preventing movement and casting, i.e. if the mage attempts to move or cast the channel and its effects will end)
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Old 01-25-2017, 05:01 PM   #72
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[QUOTE=C4RB0N4;1871915]suggestions:
1. sultars range nerfed to 25m

Why nerf sultar again? it can no longer be chained. any knock that comes right after terror will lose its effect. It takes fucking 3 sec to cast and if enemy moves out range just in time warlock lose 500 mana? and it has 3min cooldown.
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Old 01-25-2017, 05:02 PM   #73
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Originally Posted by Hollow-Ichigo View Post
Why do mages need a 10% movement speed boost ?
cuz you pussy archer fuckers are running too fast and warlock can't catch?
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Old 01-25-2017, 05:22 PM   #74
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Originally Posted by esp_tupac View Post
cuz you pussy archer fuckers are running too fast and warlock can't catch?
well, that too. My main idea was to avoid barbarian and knight rush better. since position oftenly gets random it's either you miss mind push or you cast if uselessly, as you get roar even after 3 secs from mindpush (i'm mainly talking about lvl 3. with lvl 5 it'd be too much in which case it should be nerfed).
such mind push will allow you to gain something even if you miss it and yet, barb could catch you if he times roar well. On the other hand, i really wouldn't mind slow nerf as with such mp it'd be too much power skilled at high lvl
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Old 01-25-2017, 05:24 PM   #75
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[QUOTE=esp_tupac;1871976]
Quote:
Originally Posted by C4RB0N4 View Post
suggestions:
1. sultars range nerfed to 25m

Why nerf sultar again? it can no longer be chained. any knock that comes right after terror will lose its effect. It takes fucking 3 sec to cast and if enemy moves out range just in time warlock lose 500 mana? and it has 3min cooldown.
since range is nerfed, sultars spam at 30m is too powerful
also it's not the best spell for pvp chains if u mean it
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Old 01-25-2017, 05:34 PM   #76
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Quote:
Originally Posted by C4RB0N4 View Post

since range is nerfed, sultars spam at 30m is too powerful
also it's not the best spell for pvp chains if u mean it
just reduce Sultar damage to targeted enemy but keep full damage to all enemies around that target Fireball works in similar way but it does full damage to target and reduced to enemies around.
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Old 01-25-2017, 06:08 PM   #77
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Originally Posted by esp_tupac View Post
cuz you pussy archer fuckers are running too fast and warlock can't catch?
I see, as well as warlocks being good at everything they need to run faster too. Gotcha.
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Old 01-25-2017, 06:21 PM   #78
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Feel like most hunters are unhappy with these changes, so here some ideas for a imo better pet hunter approach:

First of all, spells from the pet tree will use the pets mana, with the exception of taming and reviving the pet. For the stronger spells maybe shared mana costs.

Combine Revive Pet and the new Natural Dominance. Give this spell also a passive which drastically increases pet health and damage resistance while also drastically decreases the damage.

Change training to a aoe spell with:
lesser creature: x pierce dmg, -50% cast speed
beast: x slash dmg, -50% attack speed
monster: x blunt dmg, immobilize

Change natural armor:
lesser creature: rake (that's pretty much tear apart dmg wise?)
beast: x dmg, -const, -int
monster: x dmg, -protection

Change bestial wrath: Removes the passives from the new Natural Dominance for x seconds and gives damage bonus

Change Heal pet:
lesser creature: aoe resist +x% dmg
beast: aoe +x% cs +x% as
monster: aoe +x% dmg

Change Skin of the beast:
lesser creature: dizzy
beast: cannot attack
monster: knock

Change Revive Pet: Pet takes x seconds all cc on targeted ally


I think with these kind of spells pet hunter would be viable, you prolly won't even have to max out the tree.

Edit: Since you are trying to make pet hunters more viable, imo trolls and other huge pets should shrink a bit once they are tamed.
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Old 01-25-2017, 07:00 PM   #79
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Quote:
Originally Posted by Sentan View Post
just reduce Sultar damage to targeted enemy but keep full damage to all enemies around that target Fireball works in similar way but it does full damage to target and reduced to enemies around.
damage isnt the point. knock from that far is
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Old 01-25-2017, 07:07 PM   #80
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Quote:
Originally Posted by Sentan View Post
just reduce Sultar damage to targeted enemy but keep full damage to all enemies around that target Fireball works in similar way but it does full damage to target and reduced to enemies around.
But, I thought NGD had completely removed "splash damage" as a area game mechanic several updates ago (i.e. now, same damage to all, no 1/2 damage rule). Am I mistaken?

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