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Old 07-15-2010, 07:42 PM   #71
NotScias
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Another thing I forgot to say about Devotion/GCD nerf, this coupled with the ability to get rings/amus from another realms would encourage mages to stop being casters (because of slow cast and GCD) and turn to the Staff Mastery way with RoLs.
I think if you do something about Arcane Devotion, you should do something about Arcane Acceleration and Staff Mastery, to prevent too many mages to go to the machinegun-SM-bitch side...
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Old 07-15-2010, 07:42 PM   #72
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If thats true then they want the armies to be closer together. But you already changed the way controls and armor works, changing so many stuff at once can only mean problems.
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Old 07-15-2010, 07:47 PM   #73
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Quote:
Originally Posted by Shining-Scias View Post
Another thing I forgot to say about Devotion/GCD nerf, this coupled with the ability to get rings/amus from another realms would encourage mages to stop being casters (because of slow cast and GCD) and turn to the Staff Mastery way with RoLs.
I think if you do something about Arcane Devotion, you should do something about Arcane Acceleration and Staff Mastery, to prevent too many mages to go to the machinegun-SM-bitch side...
just remove for Good ALL cs and as items and the problem will be over
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Old 07-15-2010, 07:49 PM   #74
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Quote:
Originally Posted by cokolwiek View Post
just remove for Good ALL cs and as items and the problem will be over
NGD wont do this because players have spent a lot of money, in game and on xim on cs/as items and gems.
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Old 07-15-2010, 08:06 PM   #75
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I am sorry what i dont like from initial post:
-nerfs
-nerfs
-nerf


I thought NGD was able to come with new features and speels...

NERFS=>0 DMG,0 RESISTS,0 CAST TIME,0ATCK SPEED, 0 ARMOR

When you cut from someting after a wile this will end.
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Old 07-15-2010, 08:13 PM   #76
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Well id really like some confirmation on the range issue since it more seems like a bug.
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Old 07-15-2010, 08:38 PM   #77
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Overall nice looking balance update. Very big thank you on the evade/resist fixes and the better armor sounds nice. The casting time I'm not to excited about, it already takes forever to cast a healing spell. My mana is constantly full in war when i don't use my CC or few damaging spells because even when using all my healing spells I never use enough.(I do not have healing aura yet but every heal short of that up to 3 usually 4 powerlevel) I guess increase cast time a little on the CC spells that wouldnt really harm me any but faster heals plox
Overall though thanks NGD for taking a serious look at balance and listening to us

P.s. please don't completely rape my summon that's the only way i can grind
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Old 07-15-2010, 08:41 PM   #78
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Reducing range ?, how?, is it a 'hiden' % drop, if so then is the intention to bring the max ranges of the ranged classes closer?

Tele to Efe from Alsius, not the way to fix this problem, Igg will still have easy access to both castles, and a shortcut for als into syrtis territory is balanced how exactly? - This is probably the worst 'fix' on the list, all it does is shift the dynamic of the map, without fixing the original problem at all....The Easiest and Simplest way to fix this is to move the castles to the central fort positions. with the doors facing the closest save.
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Old 07-15-2010, 08:41 PM   #79
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I am only concerned now about the use of escapist, with the changes to avoid phantom swing i fear escapist will be almost with no use.
A warrior with a 2,5m spear+ lag in the server communication can kick any archer with only escapist.
maybe is the case to increase a little escapist range.
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Old 07-15-2010, 09:30 PM   #80
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Quote:
Originally Posted by Gallus View Post
I am only concerned now about the use of escapist, with the changes to avoid phantom swing i fear escapist will be almost with no use.
A warrior with a 2,5m spear+ lag in the server communication can kick any archer with only escapist.
maybe is the case to increase a little escapist range.
Err i believe the point is to help warriors,god knows they need something.
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