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Old 07-04-2013, 07:56 PM
NicoX NicoX is offline
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Post Attacktypes

Hello,

we enabled the attacktype "fear", "cold" and "fire", also edited the attacktype "poison".

Fear:
Reversing your movement keys for around 3-5 seconds

Poison:
Giving you a burst damage now, not nerfing your stats anymore. This will be used for another attacktype coming in the next weeks.
Poison is now also using a new animation.

Fire:
You become engulfed in flames and have a DoT applied. Players can reapply fire constantly to reset the duration however players may run into water to remove the DoT.

Cold:
There is no animation for this one but it reduces the speed that you attack and you are locked in place for a bit longer. This can be reapplied constantly to reset the duration.

We will try to release a new attacktype every week and keep you updated on this Thread.

Thanks for playing GK.




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Last edited by NicoX; 07-06-2013 at 05:44 PM..
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Old 07-04-2013, 08:08 PM
Draenin Draenin is offline
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Quote:
Originally Posted by NicoX View Post
Fear:
Reversing your movement keys for around 3-5 seconds
Let's just ignore the fact that there's a Confusion status effect that this would work way better for, and 'improve' an attack type that already had a decent effect to begin with.
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Old 07-04-2013, 08:29 PM
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Quote:
Originally Posted by Draenin View Post
Let's just ignore the fact that there's a Confusion status effect that this would work way better for, and 'improve' an attack type that already had a decent effect to begin with.
Why not promote diversity among attacktypes? What you're suggesting is just further pigeonholeing people into the already more powerful attacktypes. You're getting really annoying
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Old 07-04-2013, 08:51 PM
Draenin Draenin is offline
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Quote:
Originally Posted by Felix_Xenophobe View Post
Why not promote diversity among attacktypes? What you're suggesting is just further pigeonholeing people into the already more powerful attacktypes. You're getting really annoying
Where do you get the idea that I don't support diversifying them? If anything, I suggest expanding more on the ones that are almost never used. (Ghosthit, Confusion, Paralyze, Slow, Drain, Deplete, etc.)

Revising attack types that are already established is not terribly helpful. I understand that the poison nerf has been needed for a while now, but the fear revision wasn't that necessary.
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Old 07-04-2013, 09:09 PM
NicoX NicoX is offline
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Quote:
Originally Posted by Draenin View Post
Where do you get the idea that I don't support diversifying them? If anything, I suggest expanding more on the ones that are almost never used. (Ghosthit, Confusion, Paralyze, Slow, Drain, Deplete, etc.)

Revising attack types that are already established is not terribly helpful. I understand that the poison nerf has been needed for a while now, but the fear revision wasn't that necessary.
Confusion is not reversing ur movement keys though.
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Old 07-04-2013, 10:27 PM
Supaman771 Supaman771 is offline
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Quote:
Originally Posted by Draenin View Post
Where do you get the idea that I don't support diversifying them? If anything, I suggest expanding more on the ones that are almost never used. (Ghosthit, Confusion, Paralyze, Slow, Drain, Deplete, etc.)

Revising attack types that are already established is not terribly helpful. I understand that the poison nerf has been needed for a while now, but the fear revision wasn't that necessary.
You suggest doing exactly what he's doing? Whoaoaoaoa best idea!

Fear didn't work before, it was a bugfix/addition not a revision. What you suggested with revising Confusion is exactly the thing you said isn't helpful mere moments later in this post... please stop talking out of your ass.
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Old 07-04-2013, 11:36 PM
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I think what he means is that the reversed keys could be utilized more under confusion attacktype, rather than confusion just telling you that you are confused when trying to cast a spell/prayer.

I get the reasoning behind reversed keys (running away / back instead of forward) but the paragraph above is what draenin waa trying to say.
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Old 07-04-2013, 11:41 PM
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Quote:
Originally Posted by Torankusu View Post
I think what he means is that the reversed keys could be utilized more under confusion attacktype, rather than confusion just telling you that you are confused when trying to cast a spell/prayer.

I get the reasoning behind reversed keys (running away / back instead of forward) but the paragraph above is what draenin waa trying to say.
Confusion attack-type does work now. It randomizes/reverses the way you wish to attack and makes bow range inaccurate.

I don't think Draenin has a single clue what works and has changed on Kingdoms.

Good job Nico! Hope you can follow through on your promise to release a new attacktype once a week.
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Old 07-05-2013, 12:48 AM
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It's a post by Toran
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Old 07-05-2013, 02:02 AM
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Old 07-05-2013, 02:55 AM
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This is progress - good work. Hope to see more from Nico's administration. Special thanks to Cubical for volunteering his time to help a community in a way they can enjoy for years.
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Old 07-05-2013, 11:53 AM
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If anyone has any suggestions for what should be done to the other attack types that are currently broken or if you have any balancing issues feel free to post them so we can take them into consideration when modifying/creating them.
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Old 07-05-2013, 02:02 PM
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Quote:
Originally Posted by Torankusu View Post
I think what he means is that the reversed keys could be utilized more under confusion attacktype, rather than confusion just telling you that you are confused when trying to cast a spell/prayer.

I get the reasoning behind reversed keys (running away / back instead of forward) but the paragraph above is what draenin was trying to say.
Oh hey, someone who gets it.
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Old 07-05-2013, 03:30 PM
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Oh hey, someone who gets it.
Confused also makes you swing in other directions. o.O Fear doesnt make sense reversing keys but to say that it belongs on confusion when confusion already kinda sorta does a similar thing ...
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Old 07-05-2013, 03:50 PM
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I always thought fear used to work back in the day? ;0
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