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Darkboy132 wrote on 2014-09-06 17:48
Quote from Tropa;1245615:
Crisis Escape Changes
Duration decreased to 8 Seconds.
Cooldown Increased to 5 Minutes.
Now causes a stat debuff which lowers all stats by 30%.
- Lasts for 120 seconds
-Crisis Escape no longer makes the player flinch immune and can be interrupted.
-Can you even pot through Crisis Escape? Then that should be taken out.
BUT I STILL THINK IT SHOULD BE REMOVED ENTIRELY.
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Tropa wrote on 2014-09-06 19:44
Quote from Darkboy132;1245668:
BUT I STILL THINK IT SHOULD BE REMOVED ENTIRELY.
I would too, but deleting/;removing a skill like this is gonna cause quite a backfire, unfortunately.
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Darkboy132 wrote on 2014-09-06 20:05
Quote from Tropa;1245673:
I would too, but deleting/;removing a skill like this is gonna cause quite a backfire, unfortunately.
Other than "More E-Z Mode Plz", I don't understand why the fuck people would defend Crisis Escape.
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Tropa wrote on 2014-09-06 20:06
Quote from Darkboy132;1245683:
Other than "More E-Z Mode Plz", I don't understand why the fuck people would defend Crisis Escape.
They clearly want to make this game more easy then it already is.
Or they're just bad at this game.
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Darkboy132 wrote on 2014-09-06 20:48
Quote from Tropa;1245684:
Or they're just bad at this game.
Seriously how hard is it to Play Dead and wait a minute?
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Tropa wrote on 2014-09-06 20:50
Quote from Darkboy132;1245686:
Seriously how hard is it to Play Dead and wait a minute?
How hard is it to use Crisis/Lullaby/Raincasting?
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frncsjhnhawaii wrote on 2014-09-06 22:53
Quote from Tropa;1245687:
How hard is it to use Crisis/Lullaby/Raincasting?
Shadow binding too. Crowd control effect durations should never match or come close to their cool downs.
I'd like to add a skill to archery that's similar to spell walk, allowing the player to aim while on the move. Not too sure on what the details would be like as of yet but I would also want something that'll give an edge to crossbows in terms of mobility such as being able to maintain aim during an evasive roll or forcing bowmen to walk while aiming for a skill while crossbows won't have to. This would mean that bows and crossbows would have their stuns removed from normal attacks (even crits) and normal attack modifiers and an increase in cooldowns.
Inspired by Vayne's Tumble and Varus' Piercing Arrow.
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Eiryie wrote on 2014-09-06 23:42
Quote from frncsjhnhawaii;1245696:
Shadow binding too. Crowd control effect durations should never match or come close to their cool downs.
I'd like to add a skill to archery that's similar to spell walk, allowing the player to aim while on the move. Not too sure on what the details would be like as of yet but I would also want something that'll give an edge to crossbows in terms of mobility such as being able to maintain aim during an evasive roll or forcing bowmen to walk while aiming for a skill while crossbows won't have to. This would mean that bows and crossbows would have their stuns removed from normal attacks (even crits) and normal attack modifiers and an increase in cooldowns.
Inspired by Vayne's Tumble and Varus' Piercing Arrow.
Elves can already aim while moving. Adding that to humans makes elf archery even more redundant.
You want mobile aiming, make an elf.
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Darkboy132 wrote on 2014-09-06 23:46
Quote from Tropa;1245687:
How hard is it to use Crisis/Lullaby/Raincasting?
I'm not quite sure I understood that...
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Kelvas wrote on 2014-09-07 00:23
[B]Archery Revamp:[/B]
[UB]
All ranged skills aims 50% faster than what they used to.
Every 250 dex adds 1 piercing level to bows. (It was mentioned by someone else a few posts before. I'm just copying it)
Normal Elf Ranged Attack aims at the same speed as Humans.
Crash Shot Fragment explosive radius is now at 800 at r1.
Crash Shot Fragment number is now at 8 at r1
Support Shot now has a small AoE and affects magic damage as well.
Elven Magnum Shot now does 600% instead of 500%.
Elven Crash Shot fragment damage now at 300%.
Elven Ranged percentage is now more accurate.
Elven Ranged Skills give a total of 50 more dex total from all skills than Humans.
Other Stuff:
[S]Crisis Escape Cooldown set to 9001 years. HUE.[/S]
Meteor Strike Cooldown 30 mins ==> 10 mins.
[/UB]
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Tyskiyomy wrote on 2014-09-07 00:37
Quote from Kelvas;1245714:
[B]Archery Revamp:[/B]
[UB]
All ranged skills aims 50% faster than what they used to.
Every 250 dex adds 1 piercing level to bows. (It was mentioned by someone else a few posts before. I'm just copying it)
Normal Elf Ranged Attack aims at the same speed as Humans.
Crash Shot Fragment explosive radius is now at 800 at r1.
Crash Shot Fragment number is now at 8 at r1
Support Shot now has a small AoE and affects magic damage as well.
Elven Magnum Shot now does 600% instead of 500%.
Elven Crash Shot fragment damage now at 300%.
Elven Ranged percentage is now more accurate.
Elven Ranged Skills give a total of 50 more dex total from all skills than Humans.
Other Stuff:
[S]Crisis Escape Cooldown set to 9001 years. HUE.[/S]
Meteor Strike Cooldown 30 mins ==> 10 mins.
[/UB]
And give meteor a faster casting animation, too much time for stuff to move out the way c;
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frncsjhnhawaii wrote on 2014-09-07 03:16
Quote from Eiryie;1245708:
Elves can already aim while moving. Adding that to humans makes elf archery even more redundant.
You want mobile aiming, make an elf.
The current elf aiming while in motion is restricted to 50% aim and only with normal attacks, what I proposed also worked with skills. If what I proposed was applied to both humans and elves, elves will be superior in archery due to their much faster movement speed, allowing them to kite targets much easier than a human who'll eventually have to resort to melee or another skill set when the gap is closed by an enemy.
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Darkboy132 wrote on 2014-09-07 03:51
Act 6: Crisis, Lullaby, and Rain Casting Deaggro no longer works on mobs that are immune/untargetable to puppet's snare, shadow cloak, shadow bind, frozen blast, etc.
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Eiryie wrote on 2014-09-08 23:43
Quote from Darkboy132;1245745:
Act 6: Crisis, Lullaby, and Rain Casting Deaggro no longer works on mobs that are immune/untargetable to puppet's snare, shadow cloak, shadow bind, frozen blast, etc.
And suddenly Saga becomes impossible for full Puppeteers.
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Kelvas wrote on 2014-09-08 23:51
Quote from Eiryie;1246111:
And suddenly Saga becomes impossible for full Puppeteers.
[UB]Don't worry, people who main puppetry and nothing else will be forced to do more fundamental talents (Archery or Warrior) since their damage will be lacking in numbers. No one that does pure puppetry will stay that way for long, as they'll usually work on str/dex skills or quit altogether. [/UB]