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Old 09-01-2010, 02:26 PM   #71
_Enio_
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Quote:
Originally Posted by Barya View Post
NGD wats with you guys?

With 45 secs UM i even had a chance against warlock - he cannot outlast it fastly and i reach him with spr5+ons5 and even when used both properly with mana presaved. And Im talking only about escaping open battle - 20-25m average distance.

I could hit locks at least once!

Now its useless, outlast 10seconds by slow is SO EASY.

FAST SOLUTION<<
Make UM long buff (90secs, CD=30) against next X CCs (10 or 20 find this number!).
And if rangers want CC barb THEY SHOULD CC.
If they dont want CC, they always can ASK FOR WARRIORS MS then, thats a team game.

Guys, FIX CONSTITUTION<<
Which SUPPOSED to reduce time of CC effects.
Exactly, its a team game. One dispell, one Ons will fuck over the locks slow. If you just want some tools no one has a chance against you are wrong on discussing balance.

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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Old 09-01-2010, 02:40 PM   #72
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Originally Posted by blood-raven View Post
another thing: Will u pls remove the mob spells? I don't get your logic after it, what's fun about being stunned by a golem when you ride by on your horse, what's fun about being killed by rake after you killed the mob or what is fun about being trowed to the ground by aquantis trust, i don't want there efectiveness lowered, i want them removed
+1
.....................
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Old 09-01-2010, 03:32 PM   #73
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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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Old 09-01-2010, 04:22 PM   #74
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Originally Posted by Klutu View Post
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
The problem is with ranged classes, not with other warriors.
Kick is the best CC vs one enemy, now probably more people will use it.
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Old 09-01-2010, 04:32 PM   #75
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Originally Posted by chilko View Post
as I added to the original post... we turned off the min damage formula for testing purposes.

we found a lot of spells that where doing min damage because of a conceptual error in the armor system (DOTs for example)
¿What kind of testing and feedback do you need?
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Old 09-01-2010, 05:16 PM   #76
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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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Old 09-01-2010, 05:38 PM   #77
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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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Old 09-01-2010, 07:19 PM   #78
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Quote:
Originally Posted by Zordak View Post
Or even something simple like a wall summon, a blocking obstacle with some hp and duration.
That would be really handy just after a fort door gives way to buy that precious extra few seconds to rally........

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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Old 09-01-2010, 08:16 PM   #79
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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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Old 09-01-2010, 08:27 PM   #80
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Quote:
Originally Posted by mr_scsi View Post
That would be really handy just after a fort door gives way to buy that precious extra few seconds to rally........

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?
Never miss a chance to quote yourself.
Soon got it third birthday \o/

Z.
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