Tibia
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1. Football Manager
2. F1CHL - Retro
3. SilkRoad Online
4. Tibia
5. Szoknyás lányok szexisek!
6. Virtuális autótuning
7. Kérdezek, Válaszolsz, Kérdezel
8. Milyen gépet vegyek MOST?
9. Ki van fent legtovább?
10. Windows: Vista (Longhorn)
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Morath Thanar:370HSSV 0773H Can u crack the code? No? OK. Turn your head upside down and read it again. haha xD League of Legends EU: XumuX
Sokan félreértették, az új fegyverek miatt nem lesz az SCA, SOV vagy Thunderhammer gyengébb. Az új fegyverek a fegyverek közötti ûrt fogják betömni. Tervek szerint minden 5. szintre jut majd egy fegyver, minden harci stílushoz és fegyver típushoz. Így a lovagoknak nagyobb választéka lesz, és ahogy említve volt, a keményebb fegyverek nem lesznek olyan efektívek low-level kezekben. Ennek oka, hogy szerintük a SoV egy nagyon jó fegyver, mely használatához rengeteg tapasztalat szükséges.
Lehetséges, hogy a SoV ára lejebb megy ezáltal, hisz több olyan fegyver lesz, ami majdnem ugyanolyan jó. Bár ez spekuláció csak, hisz az új fegyvereket sem lesz könnyû megszerezni (mármint gondolom a sov-közeli kalibereket..)
A fegyverek szintkövetelménye a terveik szerint azért is jó, mert eddig ha valaki vett egy jó felszerelést alacsonyabb szinten, akkor azzal elvolt jódarabig, míg a paláknak és a spellcastereknek folyton újabb és újabb varikat kellett venni. Most a lovagok is rákényszerülnek, hogy újabb fegyvereket vegyenek, ahogy a szintjük növekszik.
(véleményem szerint ez az utolsó bekezdés nagy baromság, de mind1)
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Nem tervezik most kiegyenlíteni a sorc és druid közti különbségeket.
1. Mert mindent nem tudnak belezsúfolni 1 updateba.
2. Még az sem biztos, hogy a most kitalált rendszer mûködni fog..nem akarnak túl sokat variálni, lépésrõl lépésre haladnak.
Azomban tisztában vannak a kettõ közötti különbséggel, és tervezik a kettõ közötti egyensúly felállítását a köv upok egyikében.
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Habár az update után a nájtok erõsebbek lesznek, mint valaha, és a sorcokat meggyengítik, de attól még a sorcok nem lesznek gyengébbek a nájtoknál. A sorcok továbbra is nagyobb sebzéseket fognak leosztani, mint a lovagok.
Megjegyzés:
Mivel a mágikus sebzés nagysága nagyban fog függeni a magic leveltõl, így azokat palának/lovagnak nem lesz jó használni. Ennek egyensúlyozására kapnak a lovagok több spéci képességet és a palák többféle lövedéket.
Oka:
A téli up során feltápolták a lvl 50 alatti spellcastereket. Ha ezen a szinten vagy, akkor nagy különbséget nem fogsz észrevenni. Különbséget az jelent, hogyha képzett mágus vagy, mert akkor jobb leszel, mint most. Ha a lovagoknak és paláknak gyúrni kell a skillre, hogy jól legyenek, akkor a spellcastereknek is kelljen.
A szintfaktoros sebzés a magasszintü spellcastereket nagyon dúrvává tették. Ezentúl mindenkinek nõni fog a sebzése a szintjétõl függõen, csak nem számít majd annyira, mint eddig.
Ne feledjétek, a palák és a nájtok sebzése most fõként csak a skilltõl függ. Egy lvl 100as pala 100as skillel hasonlóakat sebez, mint egy 50es pala, szintén 100as skillel. Míg a spellcastereknél fõleg a szint számított a sebzésbe. Ezentúl egy lvl 50 magic 50-es spellcaster nem fog ugyan többet sebezni, mint egy lvl 100-as 50es magic-kel, de nem lesz akkora különbség a kettõ között...
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The will go back into the hand if they do not break.
* Are knights distance fighers now?
No, all they can do is finish a running monster on low HP off by throwing a weapon after them.
* Are mages weaker than knights and pallies now?
No, they will still deal more damage than these two, only not 10 times as much but rather around 2 to 3 times as much in average.
* What about the death penalty?
To be honest, I can promise you that it will not be taken out of Tibia since it is one of the things that makes Tibia what it is. I also take it as highly unlikely that we will change the extent of the penalty.
* What about knights against ghosts etc?
If you really have to fight against one of those, you can still use magic runes, only that they do very low damage. They will still do enough damage for you to patiently take out ghosts too.
* Is the Tibiahumor.net article correct?
Ahm, -laughs- no. The site is called tibiahumor and they live up to their name. However, this does not mean that we do not know and will not work on improving the druids in the next round. Only not like that.
* What about blocking 1h vs 2h
Ah yes, we are aware of this and we have indeed also thought of a solution to that problem. I will not give you the details yet since that might be part of another update teaser, suffice it to say: this has also been addressed.
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Just to clarify, yes, all attack runes depend mainly on magic level. The effect is that knights and paladins will not be able to use attack runes effectively since they will hardly deal much damage with them. That is why the knights get special attacks and the paladins get a new spell and new ammunition. This is meant to be the new alternatives for the use of attack runes before the update, and the damage / cost ratio is also set in regards to what it is meant to replace.
I'll give you a list telling you what is meant to be used instead of what:
Knights:
- Whirlwind throw instead of HMM (this is meant to be a help to finish a monster that is running away on low HP, so not very high in damage)
- Groundshaker instead of GFB/Explo
- Exori should actually be viewed as a 'mini exori'
- Exori gran is close to the old exori, not quite as powerful but also costs less so you can do more than one with your mana at a certain level
Palladins
- Burst Arrow instead of GFB/Explo
- Ethereal spear instead of HMM
- Availability of p-bolts and such is meant to be the equivalent to SD use
This should also show you how strong roughly the knights special attacks will be. None of these will be stronger than exori and indeed the exori versions will also be weaker than the old one was, but it will also cost less mana.
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There were a lot of speculations in this thread about how much which vocation will do now at which level. To be honest with you, I cannot give you details exactly yet because we are still tuning. What I can say (again) is that mages will hardly notice any difference until around lvl 50 - 60 and from there, the damage will still rise, only not as astronomically as it used to.
I can also say that the knight will do more damage than he used to, but for sure not as much as a mage can do at the same level. In this respect, I can also say that the famous 'poof' will still be there, but with increasing level, it will happen much less. For example, if you have a lvl 100 knight, it will be extremely unlikely that you will need more than 1 hit for a rat and nearly impossible to actually 'poof' on that monster. On stronger monsters, it will of course still happen.
And finally, I can also say that paladins will have a greater variety to chose from concerning their ammunition, but since they loose the effective use of runes, this will not make them so much stronger as some of you seem to fear.
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Actually, there seem to be some misunderstandings here too. The new weapons will not mean that weapons like the SCA, thunder hammer or SOV will be weaker than before. It also is not planned to provide weapons significantly above those. They will still be the top rate weapons.
The new weapons are actually meant to close the gaps in strength of weapons. We want to provide new weapons every 5 levels for every fighting style and weapon class. So the effect will only be that knights will have more to chose from, and that high rate weapons like the ones mentioned will not be very useful in the hands of a low level knight. We are of the opinion that for example a SOV as a very good weapon also requires a lot of experience to handle right.
This might mean that you will have to add a few levels if you are below the requirement and that in the long run, the monetary value of a SOV might decrease a little because there are more other weapons which are nearly as good. This however is speculation and it could also stay as it is since the new weapons will also not be so easy to get.
Finally, the level requirement for weapons will also have a comparable effect for knights as the mages and paladins have with constantly buying new spells and ammunition. When starting out, mages used to waste all their money on buying all spells where knights simply bought 1 set of good equipment and that was it. Now, the knights will also keep buying new equipment with rising levels.
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As the teaser also states, we do not consider the balancing at its end yet. However, please understand that we cannot do everything in one update. There are several reasons for that:
* 1) We have a limited frame of time in which to complete the tasks of an update and limited ressources to distribute.
* 2) We prefer to do things step by step because like this we can make sure that the few steps we do this time really work as intended.
We do know about the differences in power between druid and sorcerer and we will address that in the next balancing update. Trust me, we play the game ourselves too, so we do know these things from first hand experience.
We have decided to work on the druid vs sorcerer issue in the next round because we see this as a very big task requiring again a lot of time to do well. We have not forgotten it.
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As the teaser says, the knights will be stronger than before and the high level sorcerers will be weaker than before. However, this does not mean that the sorcerers will be weaker than the knights. The changes are to be seen in relation to the previous strength of that vocation. Sorcerers will still have a clearly higher damage output than knights.
Note:
Since the magic damage calculation is now very dependent on the magic skill, knights and paladins will loose power when using runes like HMM, GFB, Explosion and SD. This initially makes them weaker than before. This is compensated by giving knights more special attacks and pallies more ammunition.
Our reasons:
We have improved the mages in general in the winter update 2005 in the level area of 1 - 50. That will not be changed noticably or taken back. If you have a mage in that level range, you will hardly notice any difference at all. The slight difference is now that if you have a trained mage, you will even be better than before because the magic skill is more important now. We see this as fair because knights and paladins also have to train a lot in order to have a good damage output, so why should the mages not?
However, the level factor in the magic formula made high level mages extremely powerful both in PvE and PvP. This is what we have decided to limit. Everyone will still raise their damage output with each level, only much slower, meaning that knights and paladins will finally still raise their primary damage when they have reached a limit in training and the mages will do pretty much the same, only on a higher damage level.
Remember that knights and paladins now already are limited in their damage output by the skill. A paladin with lvl 100 and skill 100 currently does the same distance damage as a lvl 50 with skill 100. The mages however always added damage on their primary weapon. now, knights and paladins will still slightly increase their damage output with level and the factor the mages had is reduced to the same slight difference as the others get. That means that everyone will roughly advance the same with level.
In short: a lvl 50 mage with mlvl 50 will not do the same damage as a lvl 100 mage with mlvl 50, but he will be a lot closer to it than he used to be.
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magyarán pont hogy nem fogok én már sok különbséget észrevenni a sebzéseimben..ergo akkor a hümmbe se sokat...max annyit fogok észrevenni, hogy a 3 CS-s helyen már nem csak szaros tizenhuszonixes spellcasterek fognak gyakni, hanem palák és nájtok is..mégkevesebb gyakóhelyem lesz..hurrá..
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uh-t 1általán nem használok, most már hmm-et se, mert minek...amire régen használtam, az megy visbõl vagy wanddal, gfb-t nagyritkán, explot/sd-t még ritkábban lövök el..
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ahol én szoktam helyeken gyakni, oda is már járnak a low-level spellcasterek...annyiban lesz majd változás, hogy ezentúl low-level palák és nájtok is odafognak járni... majd csak pislogjatok, mikor huszonixes nájtok és palák fognak rohangálni a guardok közt..
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-Az alkohol mentes sör az első lépés a guminő felé. -Annyira víziszonyom van, hogy a kisfröccsöt is csukott szemmel iszom.
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-Az alkohol mentes sör az első lépés a guminő felé. -Annyira víziszonyom van, hogy a kisfröccsöt is csukott szemmel iszom.
-Az alkohol mentes sör az első lépés a guminő felé. -Annyira víziszonyom van, hogy a kisfröccsöt is csukott szemmel iszom.
Morath Thanar:370HSSV 0773H Can u crack the code? No? OK. Turn your head upside down and read it again. haha xD League of Legends EU: XumuX
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Szerintem nem lesz most ilyen nagy manaszükséglet hozzá. Úgy értem, hogy egymás után a nájt majd többször is tud majd nyomni ilyet. Nem sokat, legyen mondjuk 3 kör.
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Morath Thanar:370HSSV 0773H Can u crack the code? No? OK. Turn your head upside down and read it again. haha xD League of Legends EU: XumuX
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lvl70, mlvl 72 tibia.hu fejlesztő
