.10r Discussion (Obsolete)

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Rectifier
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.10r Discussion (Obsolete)

Post by Rectifier » Tue Feb 10, 2009 1:36 pm

So here we get to complaintalk about how nerfed the Paladin will be without burn, how stupid charging Cows are, etc.


Continued from here:http://www.valor-zeal.org/forum/viewtop ... 577#p27577

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Re: .10r Discussion

Post by Rising_Dusk » Tue Feb 10, 2009 2:47 pm

Eventually that version will come out. I should probably work on getting it out before I put too much time into 3.00. Anyways, 1.11b DoE first.
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Re: .10r Discussion

Post by Akruta » Tue Feb 10, 2009 4:41 pm

Whats this about charging cows?

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Re: .10r Discussion

Post by Loki » Tue Feb 10, 2009 7:10 pm

Go play Q and find out.
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Re: .10r Discussion

Post by Rectifier » Sat Feb 14, 2009 2:38 pm

I've been told by others that Hunter is the most useless character in OD. I went to try to prove them wrong in the game following those statements, and I couldn't prove them wrong because another dork picked a hunter too and his noobness overshadowed any success I had. (The zerker in the group later claimed he did all the damage on one of the bosses even though his dps wasn't higher than it's regen, in fact I did all of the damage that he claimed to do in two moves...)

It's obvious to me that hunters can do the most dps, but when you only have one paladin in the group and mobs focus fire on you, it can be extremely difficult to utilize that dps. What characters were designed to be necessary (besides a paladin or maybe a zerker) to support the hunter in getting those potshots? Also, do mobs focus fire on the hero with the least hp, or the one who just cast a certain spell in an area around them?

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Re: .10r Discussion

Post by SetaSoujirou » Sat Feb 14, 2009 3:27 pm

Sorc/Rangers clear mobs for the Hunter to slip in.
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Re: .10r Discussion

Post by Rectifier » Sun Feb 15, 2009 2:02 am

Figures, we had none :roll: .

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Re: .10r Discussion

Post by Rising_Dusk » Sun Apr 12, 2009 2:28 pm

Woo, the next version is so close to being ready. I just need to sit down and recode Ramm's one skill and fix Shivra and it'll be good for release. I have lots planned for 's', by the way, but that likely won't see any work 'til summer because of Aot3. rawr!
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Re: .10r Discussion

Post by SetaSoujirou » Sun Apr 12, 2009 8:10 pm

Someone got busy.
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Re: .10r Discussion

Post by Kurogamon » Sun Apr 12, 2009 10:23 pm

Yay, Dusk. We were just playing it, and failed so hard because we can't get past the first level. The stuns need nerfing.
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Re: .10r Discussion

Post by iblablaman » Sun Apr 12, 2009 11:17 pm

No it doesn't, because then he would be too easy, meaning no challenge, and Dusk want challenge for OD
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Re: .10r Discussion

Post by Rising_Dusk » Sun Apr 12, 2009 11:22 pm

I found another way to make it really hard without having to stunlock everyone. Funner and just as hard is a better solution.
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Re: .10r Discussion

Post by Rectifier » Mon Apr 13, 2009 1:16 am

He just made the cow do 150% cleave damage to the map. :lol: :roll:

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Re: .10r Discussion

Post by Loki » Mon Apr 13, 2009 7:47 am

Doesn't need cleave when he can do worldwide warstomps.
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Re: .10r Discussion

Post by Kurogamon » Tue Apr 14, 2009 3:47 pm

I didn't mean Ramm's stunlock, that's reasonably fun. I meant the firebolt stun of the kobolds, and the bash which makes it impossible to do anything at an efficient rate when fighting more than 3.

And does it adjust for player number? If so, how? Unit number, stats, what?
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