09-01-2010, 02:26 PM | #71 | |
Marquis
Join Date: Aug 2007
Location: Germany
Posts: 1,843
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Quote:
The bigger problem is manaburns and drains which leave you perma dizzy after the first few seconds as you cant counter them as melee and recovering from them is less aviable and comes with a high cost for all involved. However we should wait for judging that until mana aviability has been revised (which ngd stated they will do once design is done and bugs are fixed). |
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09-01-2010, 02:40 PM | #72 | |
Baron
Join Date: May 2010
Location: South Africa
Posts: 906
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Quote:
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09-01-2010, 03:32 PM | #73 |
Baron
Join Date: Jan 2009
Location: Canada
Posts: 714
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I don't see why Everyones complaining about Barb.. - I can understand the change to UM it is a pretty big alteration to our class I'm personally fine with it.
If UM was to be raised I'd say 12 seconds max - The mana cost is perfectly fine - Remember SC monkeys were throwing 200 mana every 6 seconds You do not require kick to be able to compete with a enemy barb - Just takes more Timing of your other CC's & if your a barb who doesn't use CC it's your own fault. UM being 10 seconds doesn't make you vulnerable if not timed properly.. It makes all Barbs vulnerable
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Ramsli Klutu
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09-01-2010, 04:22 PM | #74 | |
Count
Join Date: Feb 2009
Posts: 1,445
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Quote:
Kick is the best CC vs one enemy, now probably more people will use it. |
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09-01-2010, 04:32 PM | #75 |
Count
Join Date: Feb 2009
Posts: 1,445
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09-01-2010, 05:16 PM | #76 |
Master
Join Date: Jun 2007
Posts: 451
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Level 5 imps on a giant toltar (normal at lvl50) deal 0 damage per hit.
Zombies damage is slightly better. Testing both on giant ignean gargoyles (easy at lvl50) yields similar results, just the zombies damage is close to 0 as well. Any chance we can get summon damage displayed in the log? It is very hard to tell if actually all 5 imps and zombies do proper hits right now: The numbers are super-imposed (zeros...). Yet it still feels like some hits are missing. A log would certainly help debugging and give us a basis for damage balance discussions. The bug requiring to reselct your target after summoning remains for some of the spells. Working on the summon tree seems a nice opportunity to purge it; it has become a lot more annoying with the cast-during-fight changes. Overall I like the idea of having group summons with less damage. I think though, youre missing the opportunity to give the spelltree a support option - either by introducing damage-free summons that assist allies with buffs/heals or by disabling enemies with CC. Or even something simple like a wall summon, a blocking obstacle with some hp and duration. The possibilities of summoning are poorly exploited since the trees design paradigm has not changed at all. I really like the new zombies and the lich shaman design. Z.
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Based on facts, as I choose to see them.
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09-01-2010, 05:38 PM | #77 |
Marquis
Join Date: Jul 2007
Location: England
Posts: 2,419
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I agree that as well as damage dealer summons healers, debuffers, cc'er would all be a nice addition.
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Faith 50 Barb Faithless 50 Lock
Umaril 45 Conju Kailas 45 Marks Pel 45 Knight |
09-01-2010, 07:19 PM | #78 | |
Initiate
Join Date: Jul 2009
Location: Right behind you
Posts: 153
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Quote:
Or casting one BEHIND enemy on a bridge so they cant run away........ Or casting on in the middle of the green zerg to split their defences........ I can think of endless possibilities for this type of spell and I think they would all add to the fun-o-meter...... suggestion thread? |
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09-01-2010, 08:16 PM | #79 |
Baron
Join Date: Jun 2008
Location: Brazil
Posts: 622
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Instead of imps and zombies doing the same job, zombies could act as a trap that will be ploted by conjures and only triggered if some enemy passes it, with a 240 sec duration without being triggered and same time as actual zombies when triggered.
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09-01-2010, 08:27 PM | #80 | |
Master
Join Date: Jun 2007
Posts: 451
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Quote:
Soon got it third birthday \o/ Z.
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Based on facts, as I choose to see them.
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