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Old 08-10-2010, 01:35 PM   #81
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Quote:
Originally Posted by Znurre View Post
There is, a skull above his head, though it's hard to see especially when Thirst for blood is activated at the same time.
So put a big skull. ENOURMOUS SKULL. Zarkit sized skull.
I swear i never saw it, maybe because i dont use shader, just fixed.
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Old 08-10-2010, 01:37 PM   #82
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Quote:
Originally Posted by Tsuku View Post
Not to mention that no animation is seen on a character if he cast his buffs out of line of sight.
Yes, this is a old very boring bug, reported many times, and still not fixed.

Let's hope NGD will do something about it.
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Old 08-10-2010, 01:40 PM   #83
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Originally Posted by Lord_Latem View Post
While I do agree with your statement regarding range and hit chance, I respectfully disagree with marksmen not out damaging a hunter. I feel that a marksman's normal hits, albeit with Rechanged Arrows, should be significantly higher than a hunter's normal hits to compensate for the damage done by a pet, should this be the setup choosen by the hunter.
Lord i didnt say hunters should have more damage than mark.
I am just saying for me marks characteristic should be range and hit chance, much more than damage. I would be very satisfied if i had same damage as a petless hunter but lot of range and hit chance. Especially hit chance enough for almost dont be evaded, i think that should be the real focus on Marks, basically upgrading trained eyes and focus.

Last edited by Gallus; 08-10-2010 at 02:18 PM.
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Old 08-10-2010, 01:40 PM   #84
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All...

Before people FREEEEK out about this new "OP" Hunters skill - let me tell you why it isn't OP.

Here's the skill:

Cold Blood (Level 5 mind you)
Duration: 10s
Mana Cost: 300 mana
Cool Down: 60s
Damage: +130%

Now - I've played this out many ways last night and this morning. In almost every situation (unless I'm ganking mobs) I get just a couple shots off.

In truth - this spell really needs to be modified a bit. I suggest:

Duration: 20s
Mana Cost: 200
Cool Down: 60s
Damage: +100%

To actually make it usable. There's not many situations right now that make it usable unless you ganking someone out of camo
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Old 08-10-2010, 01:50 PM   #85
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Quote:
Originally Posted by Gallus View Post
So put a big skull. ENOURMOUS SKULL. Zarkit sized skull.
I swear i never saw it, maybe because i dont use shader, just fixed.
It does not depend on fixed pipeline but on "particle effects activated" (don't know how it's called in the english version of the options)
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Old 08-10-2010, 02:21 PM   #86
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Quote:
Originally Posted by Darcyeti View Post
It does not depend on fixed pipeline but on "particle effects activated" (don't know how it's called in the english version of the options)
I have it activated darcyeti, but still never saw a barb using this skull.
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Old 08-10-2010, 02:22 PM   #87
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Quote:
Originally Posted by Compost View Post
All...

Before people FREEEEK out about this new "OP" Hunters skill - let me tell you why it isn't OP.

Here's the skill:

Cold Blood (Level 5 mind you)
Duration: 10s
Mana Cost: 300 mana
Cool Down: 60s
Damage: +130%

Now - I've played this out many ways last night and this morning. In almost every situation (unless I'm ganking mobs) I get just a couple shots off.

In truth - this spell really needs to be modified a bit. I suggest:

Duration: 20s
Mana Cost: 200
Cool Down: 60s
Damage: +100%

To actually make it usable. There's not many situations right now that make it usable unless you ganking someone out of camo
Maybe some 15s with 110% damage. 20s i still think is to much.
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Old 08-10-2010, 02:45 PM   #88
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Dont like the new escapist, its basically a flip side of Sotw now.

It would seem if anything my marks damage went down more.
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Last edited by Umaril; 08-10-2010 at 02:56 PM.
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Old 08-10-2010, 02:55 PM   #89
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Quote:
Originally Posted by Umaril View Post
Dont like the new escapist, its basically a flip side of Sotw now.

It would seem if anything my marks damage went down more.
AS i see Sotw resist spells and escapist evades normals, it seems 2 spells for 2 different purpose.
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Old 08-10-2010, 02:57 PM   #90
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Its 2 spells yes, but its basically the same old effect (god mode vs normals instead of god mode vs spells) so now archers can do to everyone else what they have been doing to mages forever.
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